Пример #1
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 #2
0
static HRESULT WINAPI d3d8_surface_GetDesc(IDirect3DSurface8 *iface, D3DSURFACE_DESC *desc)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(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(surface->wined3d_texture, surface->sub_resource_idx, &wined3d_desc);
    wined3d_mutex_unlock();

    desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format);
    desc->Type = D3DRTYPE_SURFACE;
    desc->Usage = d3dusage_from_wined3dusage(wined3d_desc.usage, wined3d_desc.bind_flags);
    desc->Pool = d3dpool_from_wined3daccess(wined3d_desc.access, wined3d_desc.usage);
    desc->Size = wined3d_desc.size;
    desc->MultiSampleType = wined3d_desc.multisample_type;
    desc->Width = wined3d_desc.width;
    desc->Height = wined3d_desc.height;

    return D3D_OK;
}
Пример #3
0
static HRESULT WINAPI d3d9_surface_GetDesc(IDirect3DSurface9 *iface, D3DSURFACE_DESC *desc)
{
    struct d3d9_surface *surface = impl_from_IDirect3DSurface9(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(surface->wined3d_texture, surface->sub_resource_idx, &wined3d_desc);
    wined3d_mutex_unlock();

    desc->Format = d3dformat_from_wined3dformat(wined3d_desc.format);
    desc->Type = D3DRTYPE_SURFACE;
    desc->Usage = wined3d_desc.usage & WINED3DUSAGE_MASK;
    desc->Pool = wined3d_desc.pool;
    desc->MultiSampleType = wined3d_desc.multisample_type;
    desc->MultiSampleQuality = wined3d_desc.multisample_quality;
    desc->Width = wined3d_desc.width;
    desc->Height = wined3d_desc.height;

    return D3D_OK;
}