wined3d: Avoid IWineD3DSurface_GetContainer().
This commit is contained in:
parent
8292c687d8
commit
368e5eb87a
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@ -114,12 +114,10 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
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/* GL locking is done by the caller */
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static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface, DWORD location)
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{
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IWineD3DBaseTextureImpl *texture_impl;
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/* Update base texture states array */
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
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&IID_IWineD3DBaseTexture, (void **)&texture_impl)))
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if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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IWineD3DBaseTextureImpl *texture_impl = surface->container.u.texture;
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IWineD3DDeviceImpl *device = surface->resource.device;
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BOOL update_minfilter = FALSE;
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BOOL update_magfilter = FALSE;
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@ -161,8 +159,6 @@ static void context_apply_attachment_filter_states(IWineD3DSurfaceImpl *surface,
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture_impl->baseTexture.sampler));
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}
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IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
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if (update_minfilter || update_magfilter)
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{
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GLenum target, bind_target;
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@ -288,7 +288,6 @@ static inline void surface_get_rect(IWineD3DSurfaceImpl *This, const RECT *rect_
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/* GL locking and context activation is done by the caller */
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void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect, const RECT *dst_rect, WINED3DTEXTUREFILTERTYPE Filter)
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{
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IWineD3DBaseTextureImpl *texture;
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struct blt_info info;
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surface_get_blt_info(src_surface->texture_target, src_rect, src_surface->pow2Width, src_surface->pow2Height, &info);
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@ -333,12 +332,12 @@ void draw_textured_quad(IWineD3DSurfaceImpl *src_surface, const RECT *src_rect,
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/* We changed the filtering settings on the texture. Inform the
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* container about this to get the filters reset properly next draw. */
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DBaseTexture, (void **)&texture)))
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if (src_surface->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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IWineD3DBaseTextureImpl *texture = src_surface->container.u.texture;
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texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
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}
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}
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@ -955,8 +954,6 @@ GLenum surface_get_gl_buffer(IWineD3DSurfaceImpl *surface)
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/* Slightly inefficient way to handle multiple dirty rects but it works :) */
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void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect)
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{
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IWineD3DBaseTexture *baseTexture = NULL;
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TRACE("surface %p, dirty_rect %s.\n", surface, wine_dbgstr_rect(dirty_rect));
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if (!(surface->Flags & SFLAG_INSYSMEM) && (surface->Flags & SFLAG_INTEXTURE))
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@ -980,12 +977,10 @@ void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect
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}
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/* if the container is a basetexture then mark it dirty. */
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
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&IID_IWineD3DBaseTexture, (void **)&baseTexture)))
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if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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TRACE("Passing to container\n");
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IWineD3DBaseTexture_SetDirty(baseTexture, TRUE);
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IWineD3DBaseTexture_Release(baseTexture);
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TRACE("Passing to container.\n");
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IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
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}
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}
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@ -1068,19 +1063,19 @@ static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
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void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb)
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{
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/* TODO: check for locks */
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IWineD3DDeviceImpl *device = surface->resource.device;
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IWineD3DBaseTexture *baseTexture = NULL;
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TRACE("(%p)Checking to see if the container is a base texture\n", surface);
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
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&IID_IWineD3DBaseTexture, (void **)&baseTexture)))
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TRACE("iface %p, srgb %#x.\n", surface, srgb);
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if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
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TRACE("Passing to container.\n");
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texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
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}
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else
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{
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IWineD3DBaseTextureImpl *tex_impl = (IWineD3DBaseTextureImpl *)baseTexture;
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TRACE("Passing to container\n");
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tex_impl->baseTexture.internal_preload(baseTexture, srgb);
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IWineD3DBaseTexture_Release(baseTexture);
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} else {
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struct wined3d_context *context = NULL;
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TRACE("(%p) : About to load surface\n", surface);
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@ -1165,8 +1160,8 @@ BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
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return TRUE;
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}
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static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
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IWineD3DBaseTexture *texture = NULL;
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static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
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IWineD3DDeviceImpl *device = This->resource.device;
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const struct wined3d_gl_info *gl_info;
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@ -1219,19 +1214,16 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
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list_init(&This->renderbuffers);
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This->current_renderbuffer = NULL;
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/* If we're in a texture, the texture name belongs to the texture. Otherwise,
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* destroy it
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*/
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IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **) &texture);
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if(!texture) {
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/* If we're in a texture, the texture name belongs to the texture.
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* Otherwise, destroy it. */
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if (This->container.type != WINED3D_CONTAINER_TEXTURE)
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{
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ENTER_GL();
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glDeleteTextures(1, &This->texture_name);
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This->texture_name = 0;
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glDeleteTextures(1, &This->texture_name_srgb);
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This->texture_name_srgb = 0;
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LEAVE_GL();
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} else {
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IWineD3DBaseTexture_Release(texture);
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}
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context_release(context);
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@ -1555,11 +1547,9 @@ static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
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/* Context activation is done by the caller. */
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void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
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{
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IWineD3DBaseTextureImpl *texture;
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
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&IID_IWineD3DBaseTexture, (void **)&texture)))
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if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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IWineD3DBaseTextureImpl *texture = surface->container.u.texture;
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UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
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UINT i;
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@ -1571,8 +1561,6 @@ void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_
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surface_prepare_texture_internal(s, gl_info, srgb);
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}
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IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
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return;
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}
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@ -1736,20 +1724,18 @@ lock_end:
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if (Flags & (WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY)) {
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/* Don't dirtify */
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} else {
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IWineD3DBaseTexture *pBaseTexture;
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/**
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* Dirtify on lock
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* as seen in msdn docs
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*/
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}
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else
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{
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surface_add_dirty_rect(This, pRect);
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/** Dirtify Container if needed */
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if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&pBaseTexture))) {
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TRACE("Making container dirty\n");
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IWineD3DBaseTexture_SetDirty(pBaseTexture, TRUE);
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IWineD3DBaseTexture_Release(pBaseTexture);
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} else {
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if (This->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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TRACE("Making container dirty.\n");
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IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)This->container.u.texture, TRUE);
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}
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else
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{
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TRACE("Surface is standalone, no need to dirty the container\n");
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}
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}
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@ -1946,15 +1932,15 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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FIXME("Depth Stencil buffer locking is not implemented\n");
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} else {
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/* The rest should be a normal texture */
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IWineD3DBaseTextureImpl *impl;
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/* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
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* Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
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* states need resetting
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*/
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if(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&impl) == WINED3D_OK) {
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if (impl->baseTexture.bindCount)
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(impl->baseTexture.sampler));
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IWineD3DBaseTexture_Release((IWineD3DBaseTexture *) impl);
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if (This->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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IWineD3DBaseTextureImpl *texture = This->container.u.texture;
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if (texture->baseTexture.bindCount)
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->baseTexture.sampler));
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}
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}
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@ -2549,16 +2535,16 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
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}
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/* Context activation is done by the caller. */
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static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
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/* TODO: check for locks */
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static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DBaseTexture *baseTexture = NULL;
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TRACE("(%p)Checking to see if the container is a base texture\n", This);
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if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&baseTexture) == WINED3D_OK) {
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TRACE("Passing to container\n");
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IWineD3DBaseTexture_BindTexture(baseTexture, srgb);
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IWineD3DBaseTexture_Release(baseTexture);
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TRACE("iface %p, srgb %#x.\n", iface, srgb);
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if (This->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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TRACE("Passing to container.\n");
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IWineD3DBaseTexture_BindTexture((IWineD3DBaseTexture *)This->container.u.texture, srgb);
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}
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else
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{
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@ -2779,11 +2765,12 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS
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*/
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}
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IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **) &swapchain);
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if(!swapchain) {
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if (This->container.type != WINED3D_CONTAINER_SWAPCHAIN)
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{
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ERR("Flipped surface is not on a swapchain\n");
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return WINEDDERR_NOTFLIPPABLE;
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}
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swapchain = This->container.u.swapchain;
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/* Just overwrite the swapchain presentation interval. This is ok because only ddraw apps can call Flip,
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* and only d3d8 and d3d9 apps specify the presentation interval
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@ -3025,8 +3012,8 @@ static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWine
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wined3d_gl_min_mip_filter(minMipLookup, Filter, WINED3DTEXF_NONE));
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checkGLcall("glTexParameteri");
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IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&src_swapchain);
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if (src_swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)src_swapchain);
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if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
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src_swapchain = src_surface->container.u.swapchain;
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if (!src_swapchain || src_surface == src_swapchain->back_buffers[0])
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{
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src = backup ? backup : src_surface->texture_name;
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@ -3384,8 +3371,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
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WARN("Destination is in sysmem, rejecting gl blt\n");
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return WINED3DERR_INVALIDCALL;
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}
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IWineD3DSurface_GetContainer((IWineD3DSurface *)dst_surface, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
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if (dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)dstSwapchain);
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if (dst_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
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dstSwapchain = dst_surface->container.u.swapchain;
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if (src_surface)
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{
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if (src_surface->resource.pool == WINED3DPOOL_SYSTEMMEM)
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@ -3393,8 +3382,9 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
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WARN("Src is in sysmem, rejecting gl blt\n");
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return WINED3DERR_INVALIDCALL;
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}
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IWineD3DSurface_GetContainer((IWineD3DSurface *)src_surface, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
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if (srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *)srcSwapchain);
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if (src_surface->container.type == WINED3D_CONTAINER_SWAPCHAIN)
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srcSwapchain = src_surface->container.u.swapchain;
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}
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/* Early sort out of cases where no render target is used */
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@ -4266,7 +4256,6 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
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void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
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{
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IWineD3DBaseTexture *texture;
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IWineD3DSurfaceImpl *overlay;
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TRACE("surface %p, location %s, persistent %#x.\n",
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@ -4290,12 +4279,10 @@ void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL pers
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if (((surface->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
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|| ((surface->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
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{
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
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&IID_IWineD3DBaseTexture, (void **)&texture)))
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if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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TRACE("Passing to container.\n");
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IWineD3DBaseTexture_SetDirty(texture, TRUE);
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IWineD3DBaseTexture_Release(texture);
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IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
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}
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}
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surface->Flags &= ~SFLAG_LOCATIONS;
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@ -4314,12 +4301,10 @@ void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL pers
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{
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if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
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{
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
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&IID_IWineD3DBaseTexture, (void **)&texture)))
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if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
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{
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TRACE("Passing to container\n");
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IWineD3DBaseTexture_SetDirty(texture, TRUE);
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IWineD3DBaseTexture_Release(texture);
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IWineD3DBaseTexture_SetDirty((IWineD3DBaseTexture *)surface->container.u.texture, TRUE);
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}
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}
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surface->Flags &= ~flag;
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@ -167,7 +167,6 @@ static HRESULT WINAPI
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IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface *iface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DSwapChainImpl *swapchain = NULL;
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TRACE("(%p)\n", This);
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if (!(This->Flags & SFLAG_LOCKED))
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@ -177,13 +176,13 @@ IWineGDISurfaceImpl_UnlockRect(IWineD3DSurface *iface)
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}
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/* Tell the swapchain to update the screen */
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if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
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if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN)
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{
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IWineD3DSwapChainImpl *swapchain = This->container.u.swapchain;
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if (This == swapchain->front_buffer)
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{
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x11_copy_to_screen(swapchain, &This->lockedRect);
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}
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IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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}
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This->Flags &= ~SFLAG_LOCKED;
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@ -210,18 +209,20 @@ IWineGDISurfaceImpl_Flip(IWineD3DSurface *iface,
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IWineD3DSurface *override,
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DWORD Flags)
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{
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IWineD3DSwapChainImpl *swapchain = NULL;
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IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)iface;
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IWineD3DSwapChainImpl *swapchain;
|
||||
HRESULT hr;
|
||||
|
||||
if(FAILED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
|
||||
if (surface->container.type != WINED3D_CONTAINER_SWAPCHAIN)
|
||||
{
|
||||
ERR("Flipped surface is not on a swapchain\n");
|
||||
return WINEDDERR_NOTFLIPPABLE;
|
||||
}
|
||||
|
||||
swapchain = surface->container.u.swapchain;
|
||||
hr = IWineD3DSwapChain_Present((IWineD3DSwapChain *)swapchain,
|
||||
NULL, NULL, swapchain->win_handle, NULL, 0);
|
||||
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
||||
|
||||
return hr;
|
||||
}
|
||||
|
||||
|
@ -349,7 +350,6 @@ static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface)
|
|||
RGBQUAD col[256];
|
||||
IWineD3DPaletteImpl *pal = This->palette;
|
||||
unsigned int n;
|
||||
IWineD3DSwapChainImpl *swapchain;
|
||||
TRACE("(%p)\n", This);
|
||||
|
||||
if (!pal) return WINED3D_OK;
|
||||
|
@ -368,13 +368,13 @@ static HRESULT WINAPI IWineGDISurfaceImpl_RealizePalette(IWineD3DSurface *iface)
|
|||
/* Update the image because of the palette change. Some games like e.g Red Alert
|
||||
call SetEntries a lot to implement fading. */
|
||||
/* Tell the swapchain to update the screen */
|
||||
if (SUCCEEDED(IWineD3DSurface_GetContainer(iface, &IID_IWineD3DSwapChain, (void **)&swapchain)))
|
||||
if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN)
|
||||
{
|
||||
IWineD3DSwapChainImpl *swapchain = This->container.u.swapchain;
|
||||
if (This == swapchain->front_buffer)
|
||||
{
|
||||
x11_copy_to_screen(swapchain, NULL);
|
||||
}
|
||||
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
|
||||
}
|
||||
|
||||
return WINED3D_OK;
|
||||
|
|
Loading…
Reference in New Issue