示例#1
0
HRESULT stateblock_init(struct d3d9_stateblock *stateblock, struct d3d9_device *device,
        D3DSTATEBLOCKTYPE type, struct wined3d_stateblock *wined3d_stateblock)
{
    HRESULT hr;

    stateblock->IDirect3DStateBlock9_iface.lpVtbl = &d3d9_stateblock_vtbl;
    stateblock->refcount = 1;

    if (wined3d_stateblock)
    {
        stateblock->wined3d_stateblock = wined3d_stateblock;
    }
    else
    {
        wined3d_mutex_lock();
        hr = wined3d_stateblock_create(device->wined3d_device,
                (enum wined3d_stateblock_type)type, &stateblock->wined3d_stateblock);
        wined3d_mutex_unlock();
        if (FAILED(hr))
        {
            WARN("Failed to create wined3d stateblock, hr %#x.\n", hr);
            return hr;
        }
    }

    stateblock->parent_device = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(stateblock->parent_device);

    return D3D_OK;
}
示例#2
0
文件: shader.c 项目: Moteesh/wine
HRESULT pixelshader_init(struct d3d9_pixelshader *shader, struct d3d9_device *device, const DWORD *byte_code)
{
    struct wined3d_shader_desc desc;
    HRESULT hr;

    shader->refcount = 1;
    shader->IDirect3DPixelShader9_iface.lpVtbl = &d3d9_pixelshader_vtbl;

    desc.byte_code = byte_code;
    desc.byte_code_size = ~(size_t)0;

    wined3d_mutex_lock();
    hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
            &d3d9_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to created wined3d pixel shader, hr %#x.\n", hr);
        return hr;
    }

    shader->parent_device = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(shader->parent_device);

    return D3D_OK;
}
示例#3
0
文件: stateblock.c 项目: dvdhoo/wine
HRESULT stateblock_init(IDirect3DStateBlock9Impl *stateblock, IDirect3DDevice9Impl *device,
        D3DSTATEBLOCKTYPE type, struct wined3d_stateblock *wined3d_stateblock)
{
    HRESULT hr;

    stateblock->lpVtbl = &Direct3DStateBlock9_Vtbl;
    stateblock->ref = 1;

    if (wined3d_stateblock)
    {
        stateblock->wined3d_stateblock = wined3d_stateblock;
    }
    else
    {
        wined3d_mutex_lock();
        hr = IWineD3DDevice_CreateStateBlock(device->WineD3DDevice,
                (WINED3DSTATEBLOCKTYPE)type, &stateblock->wined3d_stateblock);
        wined3d_mutex_unlock();
        if (FAILED(hr))
        {
            WARN("Failed to create wined3d stateblock, hr %#x.\n", hr);
            return hr;
        }
    }

    stateblock->parentDevice = (IDirect3DDevice9Ex *)device;
    IDirect3DDevice9Ex_AddRef(stateblock->parentDevice);

    return D3D_OK;
}
示例#4
0
static ULONG WINAPI IDirect3DSurface9Impl_AddRef(IDirect3DSurface9 *iface)
{
    IDirect3DSurface9Impl *This = impl_from_IDirect3DSurface9(iface);

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

    if (This->forwardReference) {
        /* Forward refcounting */
        TRACE("(%p) : Forwarding to %p\n", This, This->forwardReference);
        return IUnknown_AddRef(This->forwardReference);
    } else {
        /* No container, handle our own refcounting */
        ULONG ref = InterlockedIncrement(&This->ref);

        TRACE("%p increasing refcount to %u.\n", iface, ref);

        if (ref == 1)
        {
            if (This->parentDevice) IDirect3DDevice9Ex_AddRef(This->parentDevice);
            wined3d_mutex_lock();
            wined3d_surface_incref(This->wined3d_surface);
            wined3d_mutex_unlock();
        }

        return ref;
    }

}
示例#5
0
文件: shader.c 项目: Moteesh/reactos
HRESULT pixelshader_init(struct d3d9_pixelshader *shader, struct d3d9_device *device, const DWORD *byte_code)
{
    struct wined3d_shader_desc desc;
    HRESULT hr;

    shader->refcount = 1;
    shader->IDirect3DPixelShader9_iface.lpVtbl = &d3d9_pixelshader_vtbl;

    desc.byte_code = byte_code;
    desc.byte_code_size = ~(size_t)0;
    desc.format = WINED3D_SHADER_BYTE_CODE_FORMAT_SM1;
    desc.input_signature.element_count = 0;
    desc.output_signature.element_count = 0;
    desc.patch_constant_signature.element_count = 0;
    desc.max_version = 3;

    wined3d_mutex_lock();
    hr = wined3d_shader_create_ps(device->wined3d_device, &desc, shader,
            &d3d9_pixelshader_wined3d_parent_ops, &shader->wined3d_shader);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to created wined3d pixel shader, hr %#x.\n", hr);
        return hr;
    }

    shader->parent_device = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(shader->parent_device);

    return D3D_OK;
}
示例#6
0
文件: vertexshader.c 项目: devyn/wine
/* IDirect3DDevice9 IDirect3DVertexShader9 Methods follow: */
HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexShader(LPDIRECT3DDEVICE9EX iface, CONST DWORD* pFunction, IDirect3DVertexShader9** ppShader) {
    IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
    HRESULT hrc = D3D_OK;
    IDirect3DVertexShader9Impl *object;

    /* Setup a stub object for now */
    object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
    TRACE("(%p) : pFunction(%p), ppShader(%p)\n", This, pFunction, ppShader);
    if (NULL == object) {
        FIXME("Allocation of memory failed, returning D3DERR_OUTOFVIDEOMEMORY\n");
        return D3DERR_OUTOFVIDEOMEMORY;
    }

    object->ref = 1;
    object->lpVtbl = &Direct3DVertexShader9_Vtbl;
    EnterCriticalSection(&d3d9_cs);
    hrc= IWineD3DDevice_CreateVertexShader(This->WineD3DDevice, NULL /* declaration */, pFunction, &object->wineD3DVertexShader, (IUnknown *)object);
    LeaveCriticalSection(&d3d9_cs);

    if (FAILED(hrc)) {

        /* free up object */
        FIXME("Call to IWineD3DDevice_CreateVertexShader failed\n");
        HeapFree(GetProcessHeap(), 0, object);
    }else{
        IDirect3DDevice9Ex_AddRef(iface);
        object->parentDevice = iface;
        *ppShader = (IDirect3DVertexShader9 *)object;
        TRACE("(%p) : Created vertex shader %p\n", This, object);
    }

    TRACE("(%p) : returning %p\n", This, *ppShader);
    return hrc;
}
示例#7
0
static ULONG WINAPI d3d9_surface_AddRef(IDirect3DSurface9 *iface)
{
    struct d3d9_surface *surface = impl_from_IDirect3DSurface9(iface);
    ULONG refcount;

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

    if (surface->texture)
    {
        TRACE("Forwarding to %p.\n", surface->texture);
        return IDirect3DBaseTexture9_AddRef(&surface->texture->IDirect3DBaseTexture9_iface);
    }

    refcount = InterlockedIncrement(&surface->resource.refcount);
    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        if (surface->parent_device)
            IDirect3DDevice9Ex_AddRef(surface->parent_device);
        wined3d_mutex_lock();
        if (surface->wined3d_rtv)
            wined3d_rendertarget_view_incref(surface->wined3d_rtv);
        wined3d_surface_incref(surface->wined3d_surface);
        wined3d_mutex_unlock();
    }

    return refcount;
}
示例#8
0
HRESULT indexbuffer_init(IDirect3DIndexBuffer9Impl *buffer, IDirect3DDevice9Impl *device,
        UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    HRESULT hr;

    buffer->lpVtbl = &Direct3DIndexBuffer9_Vtbl;
    buffer->ref = 1;
    buffer->format = wined3dformat_from_d3dformat(format);

    wined3d_mutex_lock();
    hr = IWineD3DDevice_CreateIndexBuffer(device->WineD3DDevice, size,
            usage & WINED3DUSAGE_MASK, (WINED3DPOOL)pool, &buffer->wineD3DIndexBuffer,
            (IUnknown *)buffer, &d3d9_indexbuffer_wined3d_parent_ops);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
        return hr;
    }

    buffer->parentDevice = (IDirect3DDevice9Ex *)device;
    IDirect3DDevice9Ex_AddRef(buffer->parentDevice);

    return D3D_OK;
}
示例#9
0
文件: surface.c 项目: ElvisTulip/vbox
static ULONG WINAPI d3d9_surface_AddRef(IDirect3DSurface9 *iface)
{
    struct d3d9_surface *surface = impl_from_IDirect3DSurface9(iface);
    ULONG refcount;

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

    if (surface->forwardReference)
    {
        TRACE("Forwarding to %p.\n", surface->forwardReference);
        return IUnknown_AddRef(surface->forwardReference);
    }

    refcount = InterlockedIncrement(&surface->refcount);
    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        if (surface->parent_device)
            IDirect3DDevice9Ex_AddRef(surface->parent_device);
        wined3d_mutex_lock();
        wined3d_surface_incref(surface->wined3d_surface);
        wined3d_mutex_unlock();
    }

    return refcount;
}
示例#10
0
文件: surface.c 项目: ElvisTulip/vbox
HRESULT surface_init(struct d3d9_surface *surface, struct d3d9_device *device, UINT width, UINT height,
        D3DFORMAT format, DWORD flags, DWORD usage, D3DPOOL pool, D3DMULTISAMPLE_TYPE multisample_type,
        DWORD multisample_quality
#ifdef VBOX_WITH_WDDM
        , HANDLE *shared_handle
        , void *pvClientMem
#endif
        )
{
    HRESULT hr;

    surface->IDirect3DSurface9_iface.lpVtbl = &d3d9_surface_vtbl;
    surface->refcount = 1;

    switch (format)
    {
        case D3DFMT_A8R8G8B8:
        case D3DFMT_X8R8G8B8:
        case D3DFMT_R5G6B5:
        case D3DFMT_X1R5G5B5:
        case D3DFMT_A1R5G5B5:
        case D3DFMT_R8G8B8:
            surface->getdc_supported = TRUE;
            break;

        default:
            surface->getdc_supported = FALSE;
            break;
    }

    /* FIXME: Check MAX bounds of MultisampleQuality. */
    if (multisample_quality > 0)
    {
        FIXME("Multisample quality set to %u, substituting 0.\n", multisample_quality);
        multisample_quality = 0;
    }

    wined3d_mutex_lock();
    hr = wined3d_surface_create(device->wined3d_device, width, height, wined3dformat_from_d3dformat(format),
            usage & WINED3DUSAGE_MASK, (enum wined3d_pool)pool, multisample_type, multisample_quality,
            flags, surface, &d3d9_surface_wined3d_parent_ops, &surface->wined3d_surface
#ifdef VBOX_WITH_WDDM
            , shared_handle
            , pvClientMem
#endif
            );
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d surface, hr %#x.\n", hr);
        return hr;
    }

    surface->parent_device = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(surface->parent_device);

    return D3D_OK;
}
示例#11
0
HRESULT swapchain_init(IDirect3DSwapChain9Impl *swapchain, IDirect3DDevice9Impl *device,
        D3DPRESENT_PARAMETERS *present_parameters)
{
    struct wined3d_swapchain_desc desc;
    HRESULT hr;

    swapchain->ref = 1;
    swapchain->lpVtbl = &Direct3DSwapChain9_Vtbl;

    desc.backbuffer_width = present_parameters->BackBufferWidth;
    desc.backbuffer_height = present_parameters->BackBufferHeight;
    desc.backbuffer_format = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat);
    desc.backbuffer_count = max(1, present_parameters->BackBufferCount);
    desc.multisample_type = present_parameters->MultiSampleType;
    desc.multisample_quality = present_parameters->MultiSampleQuality;
    desc.swap_effect = present_parameters->SwapEffect;
    desc.device_window = present_parameters->hDeviceWindow;
    desc.windowed = present_parameters->Windowed;
    desc.enable_auto_depth_stencil = present_parameters->EnableAutoDepthStencil;
    desc.auto_depth_stencil_format = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat);
    desc.flags = present_parameters->Flags;
    desc.refresh_rate = present_parameters->FullScreen_RefreshRateInHz;
    desc.swap_interval = present_parameters->PresentationInterval;
    desc.auto_restore_display_mode = TRUE;

    wined3d_mutex_lock();
    hr = wined3d_swapchain_create(device->wined3d_device, &desc,
            WINED3D_SURFACE_TYPE_OPENGL, swapchain, &d3d9_swapchain_wined3d_parent_ops,
            &swapchain->wined3d_swapchain);
    wined3d_mutex_unlock();

    present_parameters->BackBufferWidth = desc.backbuffer_width;
    present_parameters->BackBufferHeight = desc.backbuffer_height;
    present_parameters->BackBufferFormat = d3dformat_from_wined3dformat(desc.backbuffer_format);
    present_parameters->BackBufferCount = desc.backbuffer_count;
    present_parameters->MultiSampleType = desc.multisample_type;
    present_parameters->MultiSampleQuality = desc.multisample_quality;
    present_parameters->SwapEffect = desc.swap_effect;
    present_parameters->hDeviceWindow = desc.device_window;
    present_parameters->Windowed = desc.windowed;
    present_parameters->EnableAutoDepthStencil = desc.enable_auto_depth_stencil;
    present_parameters->AutoDepthStencilFormat = d3dformat_from_wined3dformat(desc.auto_depth_stencil_format);
    present_parameters->Flags = desc.flags;
    present_parameters->FullScreen_RefreshRateInHz = desc.refresh_rate;
    present_parameters->PresentationInterval = desc.swap_interval;

    if (FAILED(hr))
    {
        WARN("Failed to create wined3d swapchain, hr %#x.\n", hr);
        return hr;
    }

    swapchain->parentDevice = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(swapchain->parentDevice);

    return D3D_OK;
}
示例#12
0
HRESULT swapchain_init(IDirect3DSwapChain9Impl *swapchain, IDirect3DDevice9Impl *device,
        D3DPRESENT_PARAMETERS *present_parameters)
{
    WINED3DPRESENT_PARAMETERS wined3d_parameters;
    HRESULT hr;

    swapchain->ref = 1;
    swapchain->lpVtbl = &Direct3DSwapChain9_Vtbl;

    wined3d_parameters.BackBufferWidth = present_parameters->BackBufferWidth;
    wined3d_parameters.BackBufferHeight = present_parameters->BackBufferHeight;
    wined3d_parameters.BackBufferFormat = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat);
    wined3d_parameters.BackBufferCount = max(1, present_parameters->BackBufferCount);
    wined3d_parameters.MultiSampleType = present_parameters->MultiSampleType;
    wined3d_parameters.MultiSampleQuality = present_parameters->MultiSampleQuality;
    wined3d_parameters.SwapEffect = present_parameters->SwapEffect;
    wined3d_parameters.hDeviceWindow = present_parameters->hDeviceWindow;
    wined3d_parameters.Windowed = present_parameters->Windowed;
    wined3d_parameters.EnableAutoDepthStencil = present_parameters->EnableAutoDepthStencil;
    wined3d_parameters.AutoDepthStencilFormat = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat);
    wined3d_parameters.Flags = present_parameters->Flags;
    wined3d_parameters.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
    wined3d_parameters.PresentationInterval = present_parameters->PresentationInterval;
    wined3d_parameters.AutoRestoreDisplayMode = TRUE;

    wined3d_mutex_lock();
    hr = wined3d_swapchain_create(device->wined3d_device, &wined3d_parameters,
            SURFACE_OPENGL, swapchain, &d3d9_swapchain_wined3d_parent_ops,
            &swapchain->wined3d_swapchain);
    wined3d_mutex_unlock();

    present_parameters->BackBufferWidth = wined3d_parameters.BackBufferWidth;
    present_parameters->BackBufferHeight = wined3d_parameters.BackBufferHeight;
    present_parameters->BackBufferFormat = d3dformat_from_wined3dformat(wined3d_parameters.BackBufferFormat);
    present_parameters->BackBufferCount = wined3d_parameters.BackBufferCount;
    present_parameters->MultiSampleType = wined3d_parameters.MultiSampleType;
    present_parameters->MultiSampleQuality = wined3d_parameters.MultiSampleQuality;
    present_parameters->SwapEffect = wined3d_parameters.SwapEffect;
    present_parameters->hDeviceWindow = wined3d_parameters.hDeviceWindow;
    present_parameters->Windowed = wined3d_parameters.Windowed;
    present_parameters->EnableAutoDepthStencil = wined3d_parameters.EnableAutoDepthStencil;
    present_parameters->AutoDepthStencilFormat = d3dformat_from_wined3dformat(wined3d_parameters.AutoDepthStencilFormat);
    present_parameters->Flags = wined3d_parameters.Flags;
    present_parameters->FullScreen_RefreshRateInHz = wined3d_parameters.FullScreen_RefreshRateInHz;
    present_parameters->PresentationInterval = wined3d_parameters.PresentationInterval;

    if (FAILED(hr))
    {
        WARN("Failed to create wined3d swapchain, hr %#x.\n", hr);
        return hr;
    }

    swapchain->parentDevice = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(swapchain->parentDevice);

    return D3D_OK;
}
示例#13
0
static ULONG WINAPI IDirect3DSwapChain9Impl_AddRef(LPDIRECT3DSWAPCHAIN9 iface) {
    IDirect3DSwapChain9Impl *This = (IDirect3DSwapChain9Impl *)iface;
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if(ref == 1 && This->parentDevice) IDirect3DDevice9Ex_AddRef(This->parentDevice);

    return ref;
}
示例#14
0
文件: surface.c 项目: pihlaja/wine
HRESULT surface_init(IDirect3DSurface9Impl *surface, IDirect3DDevice9Impl *device,
        UINT width, UINT height, D3DFORMAT format, BOOL lockable, BOOL discard, UINT level,
        DWORD usage, D3DPOOL pool, D3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality)
{
    DWORD flags = 0;
    HRESULT hr;

    surface->IDirect3DSurface9_iface.lpVtbl = &Direct3DSurface9_Vtbl;
    surface->ref = 1;

    switch (format)
    {
        case D3DFMT_A8R8G8B8:
        case D3DFMT_X8R8G8B8:
        case D3DFMT_R5G6B5:
        case D3DFMT_X1R5G5B5:
        case D3DFMT_A1R5G5B5:
        case D3DFMT_R8G8B8:
            surface->getdc_supported = TRUE;
            break;

        default:
            surface->getdc_supported = FALSE;
            break;
    }

    /* FIXME: Check MAX bounds of MultisampleQuality. */
    if (multisample_quality > 0)
    {
        FIXME("Multisample quality set to %u, substituting 0.\n", multisample_quality);
        multisample_quality = 0;
    }

    if (lockable)
        flags |= WINED3D_SURFACE_MAPPABLE;
    if (discard)
        flags |= WINED3D_SURFACE_DISCARD;

    wined3d_mutex_lock();
    hr = wined3d_surface_create(device->wined3d_device, width, height, wined3dformat_from_d3dformat(format),
            level, usage & WINED3DUSAGE_MASK, (WINED3DPOOL)pool, multisample_type, multisample_quality,
            SURFACE_OPENGL, flags, surface, &d3d9_surface_wined3d_parent_ops, &surface->wined3d_surface);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d surface, hr %#x.\n", hr);
        return hr;
    }

    surface->parentDevice = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(surface->parentDevice);

    return D3D_OK;
}
HRESULT cubetexture_init(struct d3d9_texture *texture, struct d3d9_device *device,
        UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool
#ifdef VBOX_WITH_WDDM
        , HANDLE *shared_handle
        , void **pavClientMem
#endif
        )
{
    struct wined3d_resource_desc desc;
    DWORD surface_flags = 0;
    HRESULT hr;

    texture->IDirect3DBaseTexture9_iface.lpVtbl = (const IDirect3DBaseTexture9Vtbl *)&d3d9_texture_cube_vtbl;
    texture->refcount = 1;

    desc.resource_type = WINED3D_RTYPE_CUBE_TEXTURE;
    desc.format = wined3dformat_from_d3dformat(format);
    desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
    desc.multisample_quality = 0;
    desc.usage = usage & WINED3DUSAGE_MASK;
    desc.pool = pool;
    desc.width = edge_length;
    desc.height = edge_length;
    desc.depth = 1;
    desc.size = 0;

    if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
        surface_flags |= WINED3D_SURFACE_MAPPABLE;

    wined3d_mutex_lock();
    hr = wined3d_texture_create_cube(device->wined3d_device, &desc, levels, surface_flags,
            texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture
#ifdef VBOX_WITH_WDDM
            , shared_handle
            , pavClientMem
#endif
            );
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d cube texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parent_device = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(texture->parent_device);

    return D3D_OK;
}
示例#16
0
static ULONG WINAPI IDirect3DIndexBuffer9Impl_AddRef(LPDIRECT3DINDEXBUFFER9 iface) {
    IDirect3DIndexBuffer9Impl *This = (IDirect3DIndexBuffer9Impl *)iface;
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice9Ex_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        IWineD3DBuffer_AddRef(This->wineD3DIndexBuffer);
        wined3d_mutex_unlock();
    }

    return ref;
}
示例#17
0
static ULONG WINAPI IDirect3DCubeTexture9Impl_AddRef(LPDIRECT3DCUBETEXTURE9 iface) {
    IDirect3DCubeTexture9Impl *This = (IDirect3DCubeTexture9Impl *)iface;
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice9Ex_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        IWineD3DCubeTexture_AddRef(This->wineD3DCubeTexture);
        wined3d_mutex_unlock();
    }

    return ref;
}
示例#18
0
文件: texture.c 项目: Barrell/wine
static ULONG WINAPI d3d9_texture_3d_AddRef(IDirect3DVolumeTexture9 *iface)
{
    struct d3d9_texture *texture = impl_from_IDirect3DVolumeTexture9(iface);
    ULONG ref = InterlockedIncrement(&texture->refcount);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice9Ex_AddRef(texture->parent_device);
        wined3d_mutex_lock();
        wined3d_texture_incref(texture->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
示例#19
0
文件: buffer.c 项目: wesgarner/wine
static ULONG WINAPI d3d9_vertexbuffer_AddRef(IDirect3DVertexBuffer9 *iface)
{
    IDirect3DVertexBuffer9Impl *buffer = (IDirect3DVertexBuffer9Impl *)iface;
    ULONG refcount = InterlockedIncrement(&buffer->ref);

    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        IDirect3DDevice9Ex_AddRef(buffer->parentDevice);
        wined3d_mutex_lock();
        IWineD3DBuffer_AddRef(buffer->wineD3DVertexBuffer);
        wined3d_mutex_unlock();
    }

    return refcount;
}
示例#20
0
static ULONG WINAPI IDirect3DVolumeTexture9Impl_AddRef(IDirect3DVolumeTexture9 *iface)
{
    IDirect3DVolumeTexture9Impl *This = impl_from_IDirect3DVolumeTexture9(iface);
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice9Ex_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        wined3d_texture_incref(This->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
示例#21
0
文件: shader.c 项目: Sunmonds/wine
static ULONG WINAPI d3d9_vertexshader_AddRef(IDirect3DVertexShader9 *iface)
{
    IDirect3DVertexShader9Impl *shader = impl_from_IDirect3DVertexShader9(iface);
    ULONG refcount = InterlockedIncrement(&shader->ref);

    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        IDirect3DDevice9Ex_AddRef(shader->parentDevice);
        wined3d_mutex_lock();
        wined3d_shader_incref(shader->wined3d_shader);
        wined3d_mutex_unlock();
    }

    return refcount;
}
示例#22
0
文件: buffer.c 项目: ElvisTulip/vbox
static ULONG WINAPI d3d9_vertexbuffer_AddRef(IDirect3DVertexBuffer9 *iface)
{
    struct d3d9_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer9(iface);
    ULONG refcount = InterlockedIncrement(&buffer->refcount);

    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        IDirect3DDevice9Ex_AddRef(buffer->parent_device);
        wined3d_mutex_lock();
        wined3d_buffer_incref(buffer->wined3d_buffer);
        wined3d_mutex_unlock();
    }

    return refcount;
}
HRESULT volumetexture_init(struct d3d9_texture *texture, struct d3d9_device *device,
        UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool
#ifdef VBOX_WITH_WDDM
        , HANDLE *shared_handle
        , void **pavClientMem
#endif
        )
{
    struct wined3d_resource_desc desc;
    HRESULT hr;

    texture->IDirect3DBaseTexture9_iface.lpVtbl = (const IDirect3DBaseTexture9Vtbl *)&d3d9_texture_3d_vtbl;
    texture->refcount = 1;

    desc.resource_type = WINED3D_RTYPE_VOLUME_TEXTURE;
    desc.format = wined3dformat_from_d3dformat(format);
    desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
    desc.multisample_quality = 0;
    desc.usage = usage & WINED3DUSAGE_MASK;
    desc.pool = pool;
    desc.width = width;
    desc.height = height;
    desc.depth = depth;
    desc.size = 0;

    wined3d_mutex_lock();
    hr = wined3d_texture_create_3d(device->wined3d_device, &desc, levels,
            texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture
#ifdef VBOX_WITH_WDDM
            , shared_handle
            , pavClientMem
#endif
            );
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d volume texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parent_device = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(texture->parent_device);

    return D3D_OK;
}
示例#24
0
static ULONG WINAPI d3d9_swapchain_AddRef(IDirect3DSwapChain9Ex *iface)
{
    struct d3d9_swapchain *swapchain = impl_from_IDirect3DSwapChain9Ex(iface);
    ULONG refcount = InterlockedIncrement(&swapchain->refcount);

    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        if (swapchain->parent_device)
            IDirect3DDevice9Ex_AddRef(swapchain->parent_device);

        wined3d_mutex_lock();
        wined3d_swapchain_incref(swapchain->wined3d_swapchain);
        wined3d_mutex_unlock();
    }

    return refcount;
}
示例#25
0
文件: query.c 项目: bilboed/wine
HRESULT query_init(IDirect3DQuery9Impl *query, IDirect3DDevice9Impl *device, D3DQUERYTYPE type)
{
    HRESULT hr;

    query->lpVtbl = &Direct3DQuery9_Vtbl;
    query->ref = 1;

    wined3d_mutex_lock();
    hr = IWineD3DDevice_CreateQuery(device->WineD3DDevice, type, &query->wineD3DQuery, (IUnknown *)query);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d query, hr %#x.\n", hr);
        return hr;
    }

    query->parentDevice = (IDirect3DDevice9Ex *)device;
    IDirect3DDevice9Ex_AddRef(query->parentDevice);

    return D3D_OK;
}
示例#26
0
文件: query.c 项目: AmesianX/RosWine
HRESULT query_init(IDirect3DQuery9Impl *query, IDirect3DDevice9Impl *device, D3DQUERYTYPE type)
{
    HRESULT hr;

    query->IDirect3DQuery9_iface.lpVtbl = &Direct3DQuery9_Vtbl;
    query->ref = 1;

    wined3d_mutex_lock();
    hr = wined3d_query_create(device->wined3d_device, type, &query->wineD3DQuery);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d query, hr %#x.\n", hr);
        return hr;
    }

    query->parentDevice = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(query->parentDevice);

    return D3D_OK;
}
示例#27
0
文件: texture.c 项目: Eltechs/wine
HRESULT texture_init(struct d3d9_texture *texture, struct d3d9_device *device,
        UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    struct wined3d_resource_desc desc;
    DWORD surface_flags = 0;
    HRESULT hr;

    texture->IDirect3DBaseTexture9_iface.lpVtbl = (const IDirect3DBaseTexture9Vtbl *)&d3d9_texture_2d_vtbl;
    d3d9_resource_init(&texture->resource);

    desc.resource_type = WINED3D_RTYPE_TEXTURE;
    desc.format = wined3dformat_from_d3dformat(format);
    desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
    desc.multisample_quality = 0;
    desc.usage = usage & WINED3DUSAGE_MASK;
    desc.usage |= WINED3DUSAGE_TEXTURE;
    desc.pool = pool;
    desc.width = width;
    desc.height = height;
    desc.depth = 1;
    desc.size = 0;

    if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
        surface_flags |= WINED3D_SURFACE_MAPPABLE;

    wined3d_mutex_lock();
    hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags,
            texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parent_device = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(texture->parent_device);

    return D3D_OK;
}
示例#28
0
文件: shader.c 项目: Sunmonds/wine
HRESULT pixelshader_init(IDirect3DPixelShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code)
{
    HRESULT hr;

    shader->ref = 1;
    shader->IDirect3DPixelShader9_iface.lpVtbl = &d3d9_pixelshader_vtbl;

    wined3d_mutex_lock();
    hr = wined3d_shader_create_ps(device->wined3d_device, byte_code, NULL, shader,
            &d3d9_pixelshader_wined3d_parent_ops, &shader->wined3d_shader, 3);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to created wined3d pixel shader, hr %#x.\n", hr);
        return hr;
    }

    shader->parentDevice = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(shader->parentDevice);

    return D3D_OK;
}
示例#29
0
HRESULT vertexshader_init(IDirect3DVertexShader9Impl *shader, IDirect3DDevice9Impl *device, const DWORD *byte_code)
{
    HRESULT hr;

    shader->ref = 1;
    shader->lpVtbl = &Direct3DVertexShader9_Vtbl;

    wined3d_mutex_lock();
    hr = IWineD3DDevice_CreateVertexShader(device->WineD3DDevice, byte_code,
            NULL /* output signature */, &shader->wineD3DVertexShader,
            (IUnknown *)shader, &d3d9_vertexshader_wined3d_parent_ops);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d vertex shader, hr %#x.\n", hr);
        return hr;
    }

    shader->parentDevice = (IDirect3DDevice9Ex *)device;
    IDirect3DDevice9Ex_AddRef(shader->parentDevice);

    return D3D_OK;
}
示例#30
0
HRESULT volumetexture_init(IDirect3DVolumeTexture9Impl *texture, IDirect3DDevice9Impl *device,
        UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    HRESULT hr;

    texture->IDirect3DVolumeTexture9_iface.lpVtbl = &Direct3DVolumeTexture9_Vtbl;
    texture->ref = 1;

    wined3d_mutex_lock();
    hr = wined3d_texture_create_3d(device->wined3d_device, width, height, depth, levels,
            usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, texture,
            &d3d9_volumetexture_wined3d_parent_ops, &texture->wined3d_texture);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d volume texture, hr %#x.\n", hr);
        return hr;
    }

    texture->parentDevice = &device->IDirect3DDevice9Ex_iface;
    IDirect3DDevice9Ex_AddRef(texture->parentDevice);

    return D3D_OK;
}