Пример #1
0
static HRESULT WINAPI d3d8_volume_LockBox(IDirect3DVolume8 *iface,
        D3DLOCKED_BOX *locked_box, const D3DBOX *box, DWORD flags)
{
    struct d3d8_volume *volume = impl_from_IDirect3DVolume8(iface);
    struct wined3d_map_desc map_desc;
    HRESULT hr;

    TRACE("iface %p, locked_box %p, box %p, flags %#x.\n",
            iface, locked_box, box, flags);

    wined3d_mutex_lock();
    hr = wined3d_volume_map(volume->wined3d_volume, &map_desc, (const struct wined3d_box *)box, flags);
    wined3d_mutex_unlock();

    locked_box->RowPitch = map_desc.row_pitch;
    locked_box->SlicePitch = map_desc.slice_pitch;
    locked_box->pBits = map_desc.data;

    return hr;
}
Пример #2
0
static HRESULT WINAPI d3d8_volume_GetDesc(IDirect3DVolume8 *iface, D3DVOLUME_DESC *desc)
{
    struct d3d8_volume *volume = impl_from_IDirect3DVolume8(iface);
    struct wined3d_sub_resource_desc wined3d_desc;

    TRACE("iface %p, desc %p.\n", iface, desc);

    wined3d_mutex_lock();
    wined3d_texture_get_sub_resource_desc(volume->wined3d_texture, volume->sub_resource_idx, &wined3d_desc);
    wined3d_mutex_unlock();

    desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format);
    desc->Type = D3DRTYPE_VOLUME;
    desc->Usage = wined3d_desc.usage & WINED3DUSAGE_MASK;
    desc->Pool = wined3d_desc.pool;
    desc->Size = wined3d_desc.size;
    desc->Width = wined3d_desc.width;
    desc->Height = wined3d_desc.height;
    desc->Depth = wined3d_desc.depth;

    return D3D_OK;
}
Пример #3
0
static HRESULT WINAPI IDirect3DVolume8Impl_GetDesc(IDirect3DVolume8 *iface, D3DVOLUME_DESC *desc)
{
    IDirect3DVolume8Impl *This = impl_from_IDirect3DVolume8(iface);
    struct wined3d_resource_desc wined3d_desc;
    struct wined3d_resource *wined3d_resource;

    TRACE("iface %p, desc %p.\n", iface, desc);

    wined3d_mutex_lock();
    wined3d_resource = IWineD3DVolume_GetResource(This->wineD3DVolume);
    wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
    wined3d_mutex_unlock();

    desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format);
    desc->Type = wined3d_desc.resource_type;
    desc->Usage = wined3d_desc.usage;
    desc->Pool = wined3d_desc.pool;
    desc->Size = wined3d_desc.size;
    desc->Width = wined3d_desc.width;
    desc->Height = wined3d_desc.height;
    desc->Depth = wined3d_desc.depth;

    return D3D_OK;
}