wined3d: Get rid of WINED3DUSAGE_TEXTURE.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
a0d6ef5bb4
commit
03c1422a71
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@ -450,7 +450,7 @@ static HRESULT d3d_buffer_init(struct d3d_buffer *buffer, struct d3d_device *dev
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return E_INVALIDARG;
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return E_INVALIDARG;
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wined3d_desc.byte_width = buffer->desc.ByteWidth;
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wined3d_desc.byte_width = buffer->desc.ByteWidth;
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wined3d_desc.usage = wined3d_usage_from_d3d11(0, buffer->desc.Usage);
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wined3d_desc.usage = wined3d_usage_from_d3d11(buffer->desc.Usage);
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wined3d_desc.bind_flags = wined3d_bind_flags_from_d3d11(buffer->desc.BindFlags);
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wined3d_desc.bind_flags = wined3d_bind_flags_from_d3d11(buffer->desc.BindFlags);
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wined3d_desc.access = wined3d_access_from_d3d11(buffer->desc.Usage, buffer->desc.CPUAccessFlags);
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wined3d_desc.access = wined3d_access_from_d3d11(buffer->desc.Usage, buffer->desc.CPUAccessFlags);
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wined3d_desc.misc_flags = buffer->desc.MiscFlags;
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wined3d_desc.misc_flags = buffer->desc.MiscFlags;
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@ -65,7 +65,7 @@ void d3d11_primitive_topology_from_wined3d_primitive_type(enum wined3d_primitive
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void wined3d_primitive_type_from_d3d11_primitive_topology(D3D11_PRIMITIVE_TOPOLOGY topology,
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void wined3d_primitive_type_from_d3d11_primitive_topology(D3D11_PRIMITIVE_TOPOLOGY topology,
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enum wined3d_primitive_type *type, unsigned int *patch_vertex_count) DECLSPEC_HIDDEN;
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enum wined3d_primitive_type *type, unsigned int *patch_vertex_count) DECLSPEC_HIDDEN;
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unsigned int wined3d_getdata_flags_from_d3d11_async_getdata_flags(unsigned int d3d11_flags) DECLSPEC_HIDDEN;
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unsigned int wined3d_getdata_flags_from_d3d11_async_getdata_flags(unsigned int d3d11_flags) DECLSPEC_HIDDEN;
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DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage) DECLSPEC_HIDDEN;
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DWORD wined3d_usage_from_d3d11(enum D3D11_USAGE usage) DECLSPEC_HIDDEN;
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struct wined3d_resource *wined3d_resource_from_d3d11_resource(ID3D11Resource *resource) DECLSPEC_HIDDEN;
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struct wined3d_resource *wined3d_resource_from_d3d11_resource(ID3D11Resource *resource) DECLSPEC_HIDDEN;
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struct wined3d_resource *wined3d_resource_from_d3d10_resource(ID3D10Resource *resource) DECLSPEC_HIDDEN;
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struct wined3d_resource *wined3d_resource_from_d3d10_resource(ID3D10Resource *resource) DECLSPEC_HIDDEN;
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DWORD wined3d_map_flags_from_d3d11_map_type(D3D11_MAP map_type) DECLSPEC_HIDDEN;
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DWORD wined3d_map_flags_from_d3d11_map_type(D3D11_MAP map_type) DECLSPEC_HIDDEN;
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@ -456,7 +456,7 @@ HRESULT d3d_texture1d_create(struct d3d_device *device, const D3D11_TEXTURE1D_DE
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wined3d_desc.format = wined3dformat_from_dxgi_format(desc->Format);
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wined3d_desc.format = wined3dformat_from_dxgi_format(desc->Format);
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wined3d_desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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wined3d_desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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wined3d_desc.multisample_quality = 0;
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wined3d_desc.multisample_quality = 0;
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wined3d_desc.usage = wined3d_usage_from_d3d11(desc->BindFlags, desc->Usage);
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wined3d_desc.usage = wined3d_usage_from_d3d11(desc->Usage);
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wined3d_desc.bind_flags = wined3d_bind_flags_from_d3d11(desc->BindFlags);
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wined3d_desc.bind_flags = wined3d_bind_flags_from_d3d11(desc->BindFlags);
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wined3d_desc.access = wined3d_access_from_d3d11(desc->Usage,
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wined3d_desc.access = wined3d_access_from_d3d11(desc->Usage,
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desc->Usage == D3D11_USAGE_DEFAULT ? 0 : desc->CPUAccessFlags);
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desc->Usage == D3D11_USAGE_DEFAULT ? 0 : desc->CPUAccessFlags);
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@ -1010,7 +1010,7 @@ HRESULT d3d_texture2d_create(struct d3d_device *device, const D3D11_TEXTURE2D_DE
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wined3d_desc.format = wined3dformat_from_dxgi_format(desc->Format);
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wined3d_desc.format = wined3dformat_from_dxgi_format(desc->Format);
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wined3d_desc.multisample_type = desc->SampleDesc.Count > 1 ? desc->SampleDesc.Count : WINED3D_MULTISAMPLE_NONE;
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wined3d_desc.multisample_type = desc->SampleDesc.Count > 1 ? desc->SampleDesc.Count : WINED3D_MULTISAMPLE_NONE;
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wined3d_desc.multisample_quality = desc->SampleDesc.Quality;
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wined3d_desc.multisample_quality = desc->SampleDesc.Quality;
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wined3d_desc.usage = wined3d_usage_from_d3d11(desc->BindFlags, desc->Usage);
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wined3d_desc.usage = wined3d_usage_from_d3d11(desc->Usage);
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wined3d_desc.bind_flags = wined3d_bind_flags_from_d3d11(desc->BindFlags);
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wined3d_desc.bind_flags = wined3d_bind_flags_from_d3d11(desc->BindFlags);
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wined3d_desc.access = wined3d_access_from_d3d11(desc->Usage,
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wined3d_desc.access = wined3d_access_from_d3d11(desc->Usage,
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desc->Usage == D3D11_USAGE_DEFAULT ? 0 : desc->CPUAccessFlags);
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desc->Usage == D3D11_USAGE_DEFAULT ? 0 : desc->CPUAccessFlags);
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@ -1469,7 +1469,7 @@ static HRESULT d3d_texture3d_init(struct d3d_texture3d *texture, struct d3d_devi
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wined3d_desc.format = wined3dformat_from_dxgi_format(desc->Format);
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wined3d_desc.format = wined3dformat_from_dxgi_format(desc->Format);
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wined3d_desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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wined3d_desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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wined3d_desc.multisample_quality = 0;
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wined3d_desc.multisample_quality = 0;
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wined3d_desc.usage = wined3d_usage_from_d3d11(desc->BindFlags, desc->Usage);
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wined3d_desc.usage = wined3d_usage_from_d3d11(desc->Usage);
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wined3d_desc.bind_flags = wined3d_bind_flags_from_d3d11(desc->BindFlags);
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wined3d_desc.bind_flags = wined3d_bind_flags_from_d3d11(desc->BindFlags);
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wined3d_desc.access = wined3d_access_from_d3d11(desc->Usage,
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wined3d_desc.access = wined3d_access_from_d3d11(desc->Usage,
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desc->Usage == D3D11_USAGE_DEFAULT ? 0 : desc->CPUAccessFlags);
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desc->Usage == D3D11_USAGE_DEFAULT ? 0 : desc->CPUAccessFlags);
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@ -441,18 +441,10 @@ unsigned int wined3d_getdata_flags_from_d3d11_async_getdata_flags(unsigned int d
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return WINED3DGETDATA_FLUSH;
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return WINED3DGETDATA_FLUSH;
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}
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}
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DWORD wined3d_usage_from_d3d11(UINT bind_flags, enum D3D11_USAGE usage)
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DWORD wined3d_usage_from_d3d11(enum D3D11_USAGE usage)
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{
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{
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static const DWORD handled = D3D11_BIND_SHADER_RESOURCE
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| D3D11_BIND_RENDER_TARGET
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| D3D11_BIND_DEPTH_STENCIL;
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DWORD wined3d_usage = 0;
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DWORD wined3d_usage = 0;
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if (bind_flags & D3D11_BIND_SHADER_RESOURCE)
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wined3d_usage |= WINED3DUSAGE_TEXTURE;
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if (bind_flags & ~handled)
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FIXME("Unhandled bind flags %#x.\n", bind_flags & ~handled);
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if (usage == D3D11_USAGE_DYNAMIC)
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if (usage == D3D11_USAGE_DYNAMIC)
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wined3d_usage |= WINED3DUSAGE_DYNAMIC;
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wined3d_usage |= WINED3DUSAGE_DYNAMIC;
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@ -1107,7 +1107,6 @@ HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device,
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_quality = 0;
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desc.multisample_quality = 0;
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desc.usage = usage & WINED3DUSAGE_MASK;
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desc.usage = usage & WINED3DUSAGE_MASK;
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desc.usage |= WINED3DUSAGE_TEXTURE;
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if (pool == D3DPOOL_SCRATCH)
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if (pool == D3DPOOL_SCRATCH)
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.bind_flags = wined3d_bind_flags_from_d3d8_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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desc.bind_flags = wined3d_bind_flags_from_d3d8_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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@ -1156,7 +1155,7 @@ HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *devic
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_quality = 0;
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desc.multisample_quality = 0;
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desc.usage = usage & WINED3DUSAGE_MASK;
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desc.usage = usage & WINED3DUSAGE_MASK;
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desc.usage |= WINED3DUSAGE_LEGACY_CUBEMAP | WINED3DUSAGE_TEXTURE;
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desc.usage |= WINED3DUSAGE_LEGACY_CUBEMAP;
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if (pool == D3DPOOL_SCRATCH)
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if (pool == D3DPOOL_SCRATCH)
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.bind_flags = wined3d_bind_flags_from_d3d8_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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desc.bind_flags = wined3d_bind_flags_from_d3d8_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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@ -1204,7 +1203,6 @@ HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *dev
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_quality = 0;
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desc.multisample_quality = 0;
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desc.usage = usage & WINED3DUSAGE_MASK;
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desc.usage = usage & WINED3DUSAGE_MASK;
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desc.usage |= WINED3DUSAGE_TEXTURE;
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if (pool == D3DPOOL_SCRATCH)
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if (pool == D3DPOOL_SCRATCH)
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.bind_flags = wined3d_bind_flags_from_d3d8_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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desc.bind_flags = wined3d_bind_flags_from_d3d8_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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@ -1311,7 +1311,6 @@ HRESULT texture_init(struct d3d9_texture *texture, struct d3d9_device *device,
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_quality = 0;
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desc.multisample_quality = 0;
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desc.usage = wined3dusage_from_d3dusage(usage);
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desc.usage = wined3dusage_from_d3dusage(usage);
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desc.usage |= WINED3DUSAGE_TEXTURE;
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if (pool == D3DPOOL_SCRATCH)
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if (pool == D3DPOOL_SCRATCH)
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.bind_flags = wined3d_bind_flags_from_d3d9_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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desc.bind_flags = wined3d_bind_flags_from_d3d9_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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@ -1398,7 +1397,7 @@ HRESULT cubetexture_init(struct d3d9_texture *texture, struct d3d9_device *devic
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_quality = 0;
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desc.multisample_quality = 0;
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desc.usage = wined3dusage_from_d3dusage(usage);
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desc.usage = wined3dusage_from_d3dusage(usage);
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desc.usage |= WINED3DUSAGE_LEGACY_CUBEMAP | WINED3DUSAGE_TEXTURE;
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desc.usage |= WINED3DUSAGE_LEGACY_CUBEMAP;
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if (pool == D3DPOOL_SCRATCH)
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if (pool == D3DPOOL_SCRATCH)
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.bind_flags = wined3d_bind_flags_from_d3d9_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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desc.bind_flags = wined3d_bind_flags_from_d3d9_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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@ -1470,7 +1469,6 @@ HRESULT volumetexture_init(struct d3d9_texture *texture, struct d3d9_device *dev
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
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desc.multisample_quality = 0;
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desc.multisample_quality = 0;
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desc.usage = wined3dusage_from_d3dusage(usage);
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desc.usage = wined3dusage_from_d3dusage(usage);
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desc.usage |= WINED3DUSAGE_TEXTURE;
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if (pool == D3DPOOL_SCRATCH)
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if (pool == D3DPOOL_SCRATCH)
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.usage |= WINED3DUSAGE_SCRATCH;
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desc.bind_flags = wined3d_bind_flags_from_d3d9_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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desc.bind_flags = wined3d_bind_flags_from_d3d9_usage(usage) | WINED3D_BIND_SHADER_RESOURCE;
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@ -6170,10 +6170,7 @@ HRESULT ddraw_surface_create(struct ddraw *ddraw, const DDSURFACEDESC2 *surface_
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if (!(ddraw->flags & DDRAW_NO3D))
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if (!(ddraw->flags & DDRAW_NO3D))
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{
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{
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if (desc->ddsCaps.dwCaps & DDSCAPS_TEXTURE)
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if (desc->ddsCaps.dwCaps & DDSCAPS_TEXTURE)
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{
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wined3d_desc.usage |= WINED3DUSAGE_TEXTURE;
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wined3d_desc.bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
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wined3d_desc.bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
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}
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if (desc->ddsCaps.dwCaps & DDSCAPS_ZBUFFER)
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if (desc->ddsCaps.dwCaps & DDSCAPS_ZBUFFER)
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wined3d_desc.bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
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wined3d_desc.bind_flags |= WINED3D_BIND_DEPTH_STENCIL;
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else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
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else if (desc->ddsCaps.dwCaps & DDSCAPS_3DDEVICE)
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@ -188,8 +188,6 @@ static HRESULT STDMETHODCALLTYPE dxgi_device_CreateSurface(IWineDXGIDevice *ifac
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&surface_desc.multisample_quality, &desc->SampleDesc);
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&surface_desc.multisample_quality, &desc->SampleDesc);
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surface_desc.bind_flags = wined3d_bind_flags_from_dxgi_usage(usage);
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surface_desc.bind_flags = wined3d_bind_flags_from_dxgi_usage(usage);
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surface_desc.usage = 0;
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surface_desc.usage = 0;
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if (surface_desc.bind_flags & WINED3D_BIND_SHADER_RESOURCE)
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surface_desc.usage |= WINED3DUSAGE_TEXTURE;
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surface_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
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surface_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
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surface_desc.width = desc->Width;
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surface_desc.width = desc->Width;
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surface_desc.height = desc->Height;
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surface_desc.height = desc->Height;
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@ -1541,10 +1541,6 @@ HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT ad
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adapter_format = wined3d_get_format(adapter, adapter_format_id, WINED3D_BIND_RENDER_TARGET);
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adapter_format = wined3d_get_format(adapter, adapter_format_id, WINED3D_BIND_RENDER_TARGET);
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format = wined3d_get_format(adapter, check_format_id, bind_flags);
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format = wined3d_get_format(adapter, check_format_id, bind_flags);
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if (usage & WINED3DUSAGE_TEXTURE)
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bind_flags |= WINED3D_BIND_SHADER_RESOURCE;
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usage &= ~WINED3DUSAGE_TEXTURE;
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switch (resource_type)
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switch (resource_type)
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{
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{
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case WINED3D_RTYPE_NONE:
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case WINED3D_RTYPE_NONE:
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@ -37,7 +37,6 @@ static void resource_check_usage(DWORD usage)
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| WINED3DUSAGE_SCRATCH
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| WINED3DUSAGE_SCRATCH
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| WINED3DUSAGE_PRIVATE
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| WINED3DUSAGE_PRIVATE
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| WINED3DUSAGE_LEGACY_CUBEMAP
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| WINED3DUSAGE_LEGACY_CUBEMAP
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| WINED3DUSAGE_TEXTURE
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| ~WINED3DUSAGE_MASK;
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| ~WINED3DUSAGE_MASK;
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/* WINED3DUSAGE_WRITEONLY is supposed to result in write-combined mappings
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/* WINED3DUSAGE_WRITEONLY is supposed to result in write-combined mappings
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@ -921,8 +921,6 @@ static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3
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texture_desc.usage = 0;
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texture_desc.usage = 0;
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if (device->wined3d->flags & WINED3D_NO3D)
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if (device->wined3d->flags & WINED3D_NO3D)
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texture_desc.usage |= WINED3DUSAGE_OWNDC;
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texture_desc.usage |= WINED3DUSAGE_OWNDC;
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if (texture_desc.bind_flags & WINED3D_BIND_SHADER_RESOURCE)
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texture_desc.usage |= WINED3DUSAGE_TEXTURE;
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for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
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for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
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{
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{
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TRACE("Creating back buffer %u.\n", i);
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TRACE("Creating back buffer %u.\n", i);
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@ -4524,7 +4524,6 @@ const char *debug_d3dusage(DWORD usage)
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_DMAP);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTAPI);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_LEGACY_CUBEMAP);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_TEXTURE);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_OWNDC);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_STATICDECL);
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||||||
WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
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WINED3DUSAGE_TO_STR(WINED3DUSAGE_OVERLAY);
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||||||
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@ -928,10 +928,9 @@ enum wined3d_shader_type
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||||||
#define WINED3DUSAGE_TEXTAPI 0x10000000
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#define WINED3DUSAGE_TEXTAPI 0x10000000
|
||||||
#define WINED3DUSAGE_MASK 0x10007bf8
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#define WINED3DUSAGE_MASK 0x10007bf8
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||||||
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||||||
#define WINED3DUSAGE_SCRATCH 0x00200000
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#define WINED3DUSAGE_SCRATCH 0x00400000
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||||||
#define WINED3DUSAGE_PRIVATE 0x00400000
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#define WINED3DUSAGE_PRIVATE 0x00800000
|
||||||
#define WINED3DUSAGE_LEGACY_CUBEMAP 0x00800000
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#define WINED3DUSAGE_LEGACY_CUBEMAP 0x01000000
|
||||||
#define WINED3DUSAGE_TEXTURE 0x01000000
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|
||||||
#define WINED3DUSAGE_OWNDC 0x02000000
|
#define WINED3DUSAGE_OWNDC 0x02000000
|
||||||
#define WINED3DUSAGE_STATICDECL 0x04000000
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#define WINED3DUSAGE_STATICDECL 0x04000000
|
||||||
#define WINED3DUSAGE_OVERLAY 0x08000000
|
#define WINED3DUSAGE_OVERLAY 0x08000000
|
||||||
|
|
Loading…
Reference in New Issue