wined3d: Rename basetexture functions to reflect that they're not COM functions.
This commit is contained in:
parent
8c6495cc23
commit
4d60b6633c
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@ -27,7 +27,8 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
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void basetexture_cleanup(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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@ -42,7 +43,8 @@ void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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}
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void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface) {
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void basetexture_unload(IWineD3DBaseTexture *iface)
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{
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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@ -58,7 +60,8 @@ void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface
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/* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
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* so just pretend that they work unless something really needs a failure. */
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DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
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DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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if (This->resource.pool != WINED3DPOOL_MANAGED) {
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@ -74,7 +77,8 @@ DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LO
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return This->baseTexture.LOD;
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}
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DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
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DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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if (This->resource.pool != WINED3DPOOL_MANAGED) {
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@ -86,13 +90,15 @@ DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
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return This->baseTexture.LOD;
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}
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DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
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DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
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return This->baseTexture.levels;
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
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@ -134,7 +140,8 @@ HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
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return WINED3D_OK;
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}
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WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
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WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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FIXME("(%p) : stub\n", This);
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if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
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@ -143,14 +150,16 @@ WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWi
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return This->baseTexture.filterType;
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}
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void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
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void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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/* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
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FIXME("(%p) : stub\n", This);
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return ;
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}
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BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
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BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
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{
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BOOL old;
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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old = This->baseTexture.dirty;
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@ -158,12 +167,14 @@ BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL di
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return old;
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}
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BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
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BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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return This->baseTexture.dirty;
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}
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HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
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HRESULT basetexture_bind(IWineD3DBaseTexture *iface)
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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HRESULT hr = WINED3D_OK;
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UINT textureDimensions;
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@ -272,9 +283,10 @@ static inline void apply_wrap(const GLint textureDimensions, const DWORD state,
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}
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}
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void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
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const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
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void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
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const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
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{
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IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
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DWORD state;
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GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
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@ -176,7 +176,7 @@ static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
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}
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}
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IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
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basetexture_unload((IWineD3DBaseTexture *)iface);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
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@ -191,37 +191,37 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *ifa
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IWineD3DCubeTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
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return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
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return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
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return basetexture_get_lod((IWineD3DBaseTexture *)iface);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
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return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
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return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
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}
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static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
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return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
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}
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static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
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IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
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basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
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}
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/* Internal function, No d3d mapping */
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static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
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return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
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return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
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}
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/* Internal function, No d3d mapping */
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static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
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return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
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@ -231,7 +231,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *i
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TRACE("(%p) : relay to BaseTexture\n", This);
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hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
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hr = basetexture_bind((IWineD3DBaseTexture *)iface);
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if (set_gl_texture_desc && SUCCEEDED(hr)) {
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UINT i, j;
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for (i = 0; i < This->baseTexture.levels; ++i) {
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@ -262,7 +262,7 @@ static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture
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const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
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TRACE("(%p) : relay to BaseTexture\n", iface);
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IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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}
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@ -286,7 +286,7 @@ static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D
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}
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}
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}
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IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
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basetexture_cleanup((IWineD3DBaseTexture *)iface);
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/* finally delete the object */
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -165,7 +165,7 @@ static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
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surface_set_texture_name(This->surfaces[i], 0);
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}
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IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
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basetexture_unload((IWineD3DBaseTexture *)iface);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
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@ -180,36 +180,36 @@ static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnk
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IWineD3DTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
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return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
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return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
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}
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static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
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return basetexture_get_lod((IWineD3DBaseTexture *)iface);
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}
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static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
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return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
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return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
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}
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static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
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return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
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return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
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}
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static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
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IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
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basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
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}
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/* Internal function, No d3d mapping */
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static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
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return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
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return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
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}
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static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
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return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
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return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
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@ -219,7 +219,7 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
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TRACE("(%p) : relay to BaseTexture\n", This);
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hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
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hr = basetexture_bind((IWineD3DBaseTexture *)iface);
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if (set_gl_texture_desc && SUCCEEDED(hr)) {
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UINT i;
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for (i = 0; i < This->baseTexture.levels; ++i) {
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@ -270,7 +270,7 @@ static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
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const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
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TRACE("(%p) : relay to BaseTexture\n", iface);
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IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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}
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/* *******************************************
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@ -291,7 +291,7 @@ static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DES
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}
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}
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TRACE("(%p) : cleaning up base texture\n", This);
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IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
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basetexture_cleanup((IWineD3DBaseTexture *)iface);
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/* free the object */
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -145,7 +145,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface
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IWineD3DVolume_UnLoad(This->volumes[i]);
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}
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IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
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basetexture_unload((IWineD3DBaseTexture *)iface);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
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@ -160,42 +160,42 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture
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IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
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return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
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return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
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return basetexture_get_lod((IWineD3DBaseTexture *)iface);
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}
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static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
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return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
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return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
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}
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static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
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return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
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}
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static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
|
||||
IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
|
||||
basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
|
||||
}
|
||||
|
||||
/* Internal function, No d3d mapping */
|
||||
static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
|
||||
return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
|
||||
return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
|
||||
}
|
||||
|
||||
static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
|
||||
return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
|
||||
return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
|
||||
}
|
||||
|
||||
static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
|
||||
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
|
||||
TRACE("(%p) : relay to BaseTexture\n", This);
|
||||
return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
|
||||
return basetexture_bind((IWineD3DBaseTexture *)iface);
|
||||
}
|
||||
|
||||
static UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
|
||||
|
@ -216,7 +216,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTex
|
|||
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
|
||||
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
|
||||
TRACE("(%p) : nothing to do, passing to base texture\n", This);
|
||||
IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
|
||||
basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
|
||||
}
|
||||
|
||||
|
||||
|
@ -234,7 +234,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_Destroy(IWineD3DVolumeTexture *ifac
|
|||
D3DCB_DestroyVolume(This->volumes[i]);
|
||||
}
|
||||
}
|
||||
IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
|
||||
basetexture_cleanup((IWineD3DBaseTexture *)iface);
|
||||
HeapFree(GetProcessHeap(), 0, This);
|
||||
}
|
||||
|
||||
|
|
|
@ -1243,6 +1243,21 @@ typedef struct IWineD3DBaseTextureImpl
|
|||
|
||||
} IWineD3DBaseTextureImpl;
|
||||
|
||||
void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
|
||||
const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
|
||||
const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
|
||||
HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
|
||||
void basetexture_cleanup(IWineD3DBaseTexture *iface);
|
||||
void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
|
||||
WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
|
||||
BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
|
||||
DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
|
||||
DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
|
||||
HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
|
||||
BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
|
||||
DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
|
||||
void basetexture_unload(IWineD3DBaseTexture *iface);
|
||||
|
||||
/*****************************************************************************
|
||||
* IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
|
||||
*/
|
||||
|
@ -1942,20 +1957,6 @@ unsigned int count_bits(unsigned int mask);
|
|||
extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
|
||||
void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
|
||||
|
||||
/* IWineD3DBaseTexture */
|
||||
void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
|
||||
extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
|
||||
extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
|
||||
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
|
||||
extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
|
||||
extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
|
||||
extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
|
||||
extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
|
||||
extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
|
||||
extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
|
||||
extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
|
||||
extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
|
||||
|
||||
/* IWineD3DVertexBuffer */
|
||||
extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
|
||||
|
||||
|
|
Loading…
Reference in New Issue