d3d8: Hold the lock in IDirect3Dtexture8 methods.
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@ -57,7 +57,9 @@ static ULONG WINAPI IDirect3DTexture8Impl_Release(LPDIRECT3DTEXTURE8 iface) {
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TRACE("(%p) : ReleaseRef to %d\n", This, ref);
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if (ref == 0) {
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EnterCriticalSection(&d3d8_cs);
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IWineD3DTexture_Destroy(This->wineD3DTexture, D3D8CB_DestroySurface);
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LeaveCriticalSection(&d3d8_cs);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -67,74 +69,127 @@ static ULONG WINAPI IDirect3DTexture8Impl_Release(LPDIRECT3DTEXTURE8 iface) {
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/* IDirect3DTexture8 IDirect3DResource8 Interface follow: */
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static HRESULT WINAPI IDirect3DTexture8Impl_GetDevice(LPDIRECT3DTEXTURE8 iface, IDirect3DDevice8 **ppDevice) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IDirect3DResource8Impl_GetDevice((LPDIRECT3DRESOURCE8) This, ppDevice);
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EnterCriticalSection(&d3d8_cs);
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hr = IDirect3DResource8Impl_GetDevice((LPDIRECT3DRESOURCE8) This, ppDevice);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DTexture8Impl_SetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, CONST void *pData, DWORD SizeOfData, DWORD Flags) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_SetPrivateData(This->wineD3DTexture, refguid, pData, SizeOfData, Flags);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DTexture_SetPrivateData(This->wineD3DTexture, refguid, pData, SizeOfData, Flags);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DTexture8Impl_GetPrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid, void *pData, DWORD* pSizeOfData) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_GetPrivateData(This->wineD3DTexture, refguid, pData, pSizeOfData);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DTexture_GetPrivateData(This->wineD3DTexture, refguid, pData, pSizeOfData);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DTexture8Impl_FreePrivateData(LPDIRECT3DTEXTURE8 iface, REFGUID refguid) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_FreePrivateData(This->wineD3DTexture, refguid);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DTexture_FreePrivateData(This->wineD3DTexture, refguid);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static DWORD WINAPI IDirect3DTexture8Impl_SetPriority(LPDIRECT3DTEXTURE8 iface, DWORD PriorityNew) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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DWORD ret;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_SetPriority(This->wineD3DTexture, PriorityNew);
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EnterCriticalSection(&d3d8_cs);
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ret = IWineD3DTexture_SetPriority(This->wineD3DTexture, PriorityNew);
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LeaveCriticalSection(&d3d8_cs);
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return ret;
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}
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static DWORD WINAPI IDirect3DTexture8Impl_GetPriority(LPDIRECT3DTEXTURE8 iface) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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DWORD ret;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_GetPriority(This->wineD3DTexture);
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EnterCriticalSection(&d3d8_cs);
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ret = IWineD3DTexture_GetPriority(This->wineD3DTexture);
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LeaveCriticalSection(&d3d8_cs);
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return ret;
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}
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static void WINAPI IDirect3DTexture8Impl_PreLoad(LPDIRECT3DTEXTURE8 iface) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d8_cs);
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IWineD3DTexture_PreLoad(This->wineD3DTexture);
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LeaveCriticalSection(&d3d8_cs);
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}
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static D3DRESOURCETYPE WINAPI IDirect3DTexture8Impl_GetType(LPDIRECT3DTEXTURE8 iface) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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D3DRESOURCETYPE type;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_GetType(This->wineD3DTexture);
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EnterCriticalSection(&d3d8_cs);
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type = IWineD3DTexture_GetType(This->wineD3DTexture);
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LeaveCriticalSection(&d3d8_cs);
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return type;
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}
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/* IDirect3DTexture8 IDirect3DBaseTexture8 Interface follow: */
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static DWORD WINAPI IDirect3DTexture8Impl_SetLOD(LPDIRECT3DTEXTURE8 iface, DWORD LODNew) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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DWORD ret;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_SetLOD(This->wineD3DTexture, LODNew);
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EnterCriticalSection(&d3d8_cs);
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ret = IWineD3DTexture_SetLOD(This->wineD3DTexture, LODNew);
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LeaveCriticalSection(&d3d8_cs);
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return ret;
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}
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static DWORD WINAPI IDirect3DTexture8Impl_GetLOD(LPDIRECT3DTEXTURE8 iface) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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DWORD ret;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_GetLOD(This->wineD3DTexture);
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EnterCriticalSection(&d3d8_cs);
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ret = IWineD3DTexture_GetLOD(This->wineD3DTexture);
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LeaveCriticalSection(&d3d8_cs);
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return ret;
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}
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static DWORD WINAPI IDirect3DTexture8Impl_GetLevelCount(LPDIRECT3DTEXTURE8 iface) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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DWORD ret;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_GetLevelCount(This->wineD3DTexture);
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EnterCriticalSection(&d3d8_cs);
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ret = IWineD3DTexture_GetLevelCount(This->wineD3DTexture);
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LeaveCriticalSection(&d3d8_cs);
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return ret;
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}
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/* IDirect3DTexture8 Interface follow: */
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static HRESULT WINAPI IDirect3DTexture8Impl_GetLevelDesc(LPDIRECT3DTEXTURE8 iface, UINT Level, D3DSURFACE_DESC *pDesc) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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HRESULT hr;
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WINED3DSURFACE_DESC wined3ddesc;
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TRACE("(%p) Relay\n", This);
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@ -150,7 +205,10 @@ static HRESULT WINAPI IDirect3DTexture8Impl_GetLevelDesc(LPDIRECT3DTEXTURE8 ifac
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wined3ddesc.Width = &pDesc->Width;
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wined3ddesc.Height = &pDesc->Height;
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return IWineD3DTexture_GetLevelDesc(This->wineD3DTexture, Level, &wined3ddesc);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DTexture_GetLevelDesc(This->wineD3DTexture, Level, &wined3ddesc);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DTexture8Impl_GetSurfaceLevel(LPDIRECT3DTEXTURE8 iface, UINT Level, IDirect3DSurface8 **ppSurfaceLevel) {
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@ -159,30 +217,47 @@ static HRESULT WINAPI IDirect3DTexture8Impl_GetSurfaceLevel(LPDIRECT3DTEXTURE8 i
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IWineD3DSurface *mySurface = NULL;
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d8_cs);
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hrc = IWineD3DTexture_GetSurfaceLevel(This->wineD3DTexture, Level, &mySurface);
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if (hrc == D3D_OK && NULL != ppSurfaceLevel) {
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IWineD3DSurface_GetParent(mySurface, (IUnknown **)ppSurfaceLevel);
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IWineD3DSurface_Release(mySurface);
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}
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LeaveCriticalSection(&d3d8_cs);
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return hrc;
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}
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static HRESULT WINAPI IDirect3DTexture8Impl_LockRect(LPDIRECT3DTEXTURE8 iface, UINT Level, D3DLOCKED_RECT *pLockedRect, CONST RECT *pRect, DWORD Flags) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_LockRect(This->wineD3DTexture, Level, (WINED3DLOCKED_RECT *) pLockedRect, pRect, Flags);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DTexture_LockRect(This->wineD3DTexture, Level, (WINED3DLOCKED_RECT *) pLockedRect, pRect, Flags);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DTexture8Impl_UnlockRect(LPDIRECT3DTEXTURE8 iface, UINT Level) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_UnlockRect(This->wineD3DTexture, Level);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DTexture_UnlockRect(This->wineD3DTexture, Level);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DTexture8Impl_AddDirtyRect(LPDIRECT3DTEXTURE8 iface, CONST RECT *pDirtyRect) {
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IDirect3DTexture8Impl *This = (IDirect3DTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DTexture_AddDirtyRect(This->wineD3DTexture, pDirtyRect);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DTexture_AddDirtyRect(This->wineD3DTexture, pDirtyRect);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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const IDirect3DTexture8Vtbl Direct3DTexture8_Vtbl =
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