d3d10core: Implement ID3D10Texture3D::Map().
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@ -349,10 +349,30 @@ static UINT STDMETHODCALLTYPE d3d10_texture3d_GetEvictionPriority(ID3D10Texture3
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static HRESULT STDMETHODCALLTYPE d3d10_texture3d_Map(ID3D10Texture3D *iface, UINT sub_resource,
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D3D10_MAP map_type, UINT map_flags, D3D10_MAPPED_TEXTURE3D *mapped_texture)
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{
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FIXME("iface %p, sub_resource %u, map_type %u, map_flags %#x, mapped_texture %p stub!\n",
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struct d3d10_texture3d *texture = (struct d3d10_texture3d *)iface;
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WINED3DLOCKED_BOX wined3d_map_desc;
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HRESULT hr;
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TRACE("iface %p, sub_resource %u, map_type %u, map_flags %#x, mapped_texture %p.\n",
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iface, sub_resource, map_type, map_flags, mapped_texture);
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return E_NOTIMPL;
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if (map_type != D3D10_MAP_READ_WRITE)
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FIXME("Ignoring map_type %#x.\n", map_type);
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if (map_flags)
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FIXME("Ignoring map_flags %#x.\n", map_flags);
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hr = IWineD3DVolumeTexture_Map(texture->wined3d_texture, sub_resource, &wined3d_map_desc, NULL, 0);
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if (FAILED(hr))
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{
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WARN("Failed to map texture, hr %#x.\n", hr);
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return hr;
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}
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mapped_texture->pData = wined3d_map_desc.pBits;
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mapped_texture->RowPitch = wined3d_map_desc.RowPitch;
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mapped_texture->DepthPitch = wined3d_map_desc.SlicePitch;
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return hr;
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}
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static void STDMETHODCALLTYPE d3d10_texture3d_Unmap(ID3D10Texture3D *iface, UINT sub_resource)
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