Sweden-Number/dlls/d3d8/basetexture.c

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/*
* IDirect3DBaseTexture8 implementation
*
* Copyright 2005 Oliver Stieber
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*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "config.h"
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#include "d3d8_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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/* IDirect3DBaseTexture8 IUnknown parts follow: */
HRESULT WINAPI IDirect3DBaseTexture8Impl_QueryInterface(LPDIRECT3DBASETEXTURE8 iface, REFIID riid, LPVOID *ppobj) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
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if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IDirect3DResource8)
|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)) {
IUnknown_AddRef(iface);
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*ppobj = This;
return D3D_OK;
}
WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
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return E_NOINTERFACE;
}
ULONG WINAPI IDirect3DBaseTexture8Impl_AddRef(LPDIRECT3DBASETEXTURE8 iface) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
ULONG ref = InterlockedIncrement(&This->ref);
TRACE("(%p) : AddRef from %ld\n", This, ref - 1);
return ref;
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}
ULONG WINAPI IDirect3DBaseTexture8Impl_Release(LPDIRECT3DBASETEXTURE8 iface) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
ULONG ref = InterlockedDecrement(&This->ref);
TRACE("(%p) : ReleaseRef to %ld\n", This, ref);
if (ref == 0) {
IWineD3DBaseTexture_Release(This->wineD3DBaseTexture);
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HeapFree(GetProcessHeap(), 0, This);
}
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return ref;
}
/* IDirect3DBaseTexture8 IDirect3DResource8 Interface follow: */
HRESULT WINAPI IDirect3DBaseTexture8Impl_GetDevice(LPDIRECT3DBASETEXTURE8 iface, IDirect3DDevice8 **ppDevice) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IDirect3DResource8Impl_GetDevice((LPDIRECT3DRESOURCE8) This, ppDevice);
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}
HRESULT WINAPI IDirect3DBaseTexture8Impl_SetPrivateData(LPDIRECT3DBASETEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DBaseTexture_SetPrivateData(This->wineD3DBaseTexture, refguid, pData, SizeOfData, Flags);
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}
HRESULT WINAPI IDirect3DBaseTexture8Impl_GetPrivateData(LPDIRECT3DBASETEXTURE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DBaseTexture_GetPrivateData(This->wineD3DBaseTexture, refguid, pData, pSizeOfData);
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}
HRESULT WINAPI IDirect3DBaseTexture8Impl_FreePrivateData(LPDIRECT3DBASETEXTURE8 iface, REFGUID refguid) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DBaseTexture_FreePrivateData(This->wineD3DBaseTexture, refguid);
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}
DWORD WINAPI IDirect3DBaseTexture8Impl_SetPriority(LPDIRECT3DBASETEXTURE8 iface, DWORD PriorityNew) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DBaseTexture_SetPriority(This->wineD3DBaseTexture, PriorityNew);
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}
DWORD WINAPI IDirect3DBaseTexture8Impl_GetPriority(LPDIRECT3DBASETEXTURE8 iface) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DBaseTexture_GetPriority(This->wineD3DBaseTexture);
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}
void WINAPI IDirect3DBaseTexture8Impl_PreLoad(LPDIRECT3DBASETEXTURE8 iface) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
IWineD3DBaseTexture_PreLoad(This->wineD3DBaseTexture);
return;
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}
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D3DRESOURCETYPE WINAPI IDirect3DBaseTexture8Impl_GetType(LPDIRECT3DBASETEXTURE8 iface) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DBaseTexture_GetType(This->wineD3DBaseTexture);
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}
/* IDirect3DBaseTexture8 Interface follow: */
DWORD WINAPI IDirect3DBaseTexture8Impl_SetLOD(LPDIRECT3DBASETEXTURE8 iface, DWORD LODNew) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DBaseTexture_SetLOD(This->wineD3DBaseTexture, LODNew);
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}
DWORD WINAPI IDirect3DBaseTexture8Impl_GetLOD(LPDIRECT3DBASETEXTURE8 iface) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DBaseTexture_GetLOD(This->wineD3DBaseTexture);
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}
DWORD WINAPI IDirect3DBaseTexture8Impl_GetLevelCount(LPDIRECT3DBASETEXTURE8 iface) {
IDirect3DBaseTexture8Impl *This = (IDirect3DBaseTexture8Impl *)iface;
TRACE("(%p) Relay\n" , This);
return IWineD3DBaseTexture_GetLevelCount(This->wineD3DBaseTexture);
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}
const IDirect3DBaseTexture8Vtbl Direct3DBaseTexture8_Vtbl =
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{
IDirect3DBaseTexture8Impl_QueryInterface,
IDirect3DBaseTexture8Impl_AddRef,
IDirect3DBaseTexture8Impl_Release,
IDirect3DBaseTexture8Impl_GetDevice,
IDirect3DBaseTexture8Impl_SetPrivateData,
IDirect3DBaseTexture8Impl_GetPrivateData,
IDirect3DBaseTexture8Impl_FreePrivateData,
IDirect3DBaseTexture8Impl_SetPriority,
IDirect3DBaseTexture8Impl_GetPriority,
IDirect3DBaseTexture8Impl_PreLoad,
IDirect3DBaseTexture8Impl_GetType,
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IDirect3DBaseTexture8Impl_SetLOD,
IDirect3DBaseTexture8Impl_GetLOD,
IDirect3DBaseTexture8Impl_GetLevelCount
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};