d3d10core: Implement d3d10_device_UpdateSubresource().
This commit is contained in:
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ee9b1311cd
commit
62a02a047f
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@ -737,8 +737,28 @@ static void STDMETHODCALLTYPE d3d10_device_UpdateSubresource(ID3D10Device1 *ifac
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ID3D10Resource *resource, UINT subresource_idx, const D3D10_BOX *box,
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const void *data, UINT row_pitch, UINT depth_pitch)
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{
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FIXME("iface %p, resource %p, subresource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u stub!\n",
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struct d3d10_device *device = impl_from_ID3D10Device(iface);
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struct wined3d_resource *wined3d_resource;
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struct wined3d_box wined3d_box;
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TRACE("iface %p, resource %p, subresource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u.\n",
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iface, resource, subresource_idx, box, data, row_pitch, depth_pitch);
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if (box)
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{
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wined3d_box.left = box->left;
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wined3d_box.top = box->top;
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wined3d_box.front = box->front;
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wined3d_box.right = box->right;
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wined3d_box.bottom = box->bottom;
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wined3d_box.back = box->back;
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}
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wined3d_resource = wined3d_resource_from_resource(resource);
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wined3d_mutex_lock();
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wined3d_device_update_sub_resource(device->wined3d_device, wined3d_resource,
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subresource_idx, box ? &wined3d_box : NULL, data, row_pitch, depth_pitch);
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wined3d_mutex_unlock();
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}
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static void STDMETHODCALLTYPE d3d10_device_ClearRenderTargetView(ID3D10Device1 *iface,
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@ -37,6 +37,16 @@ struct vec4
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float x, y, z, w;
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};
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static void set_box(D3D10_BOX *box, UINT left, UINT top, UINT front, UINT right, UINT bottom, UINT back)
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{
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box->left = left;
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box->top = top;
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box->front = front;
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box->right = right;
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box->bottom = bottom;
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box->back = back;
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}
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static ULONG get_refcount(IUnknown *iface)
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{
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IUnknown_AddRef(iface);
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@ -3162,6 +3172,264 @@ static void test_fragment_coords(void)
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DestroyWindow(window);
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}
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static void test_update_subresource(void)
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{
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ID3D10RenderTargetView *backbuffer_rtv;
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D3D10_SUBRESOURCE_DATA resource_data;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10SamplerState *sampler_state;
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ID3D10ShaderResourceView *ps_srv;
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D3D10_SAMPLER_DESC sampler_desc;
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ID3D10InputLayout *input_layout;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10Texture2D *backbuffer;
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unsigned int stride, offset;
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IDXGISwapChain *swapchain;
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ID3D10Texture2D *texture;
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ID3D10VertexShader *vs;
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ID3D10PixelShader *ps;
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ID3D10Device *device;
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D3D10_VIEWPORT vp;
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unsigned int i, j;
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ID3D10Buffer *vb;
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ULONG refcount;
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D3D10_BOX box;
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DWORD color;
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HWND window;
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HRESULT hr;
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static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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};
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static const DWORD vs_code[] =
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{
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#if 0
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float4 main(float4 position : POSITION) : SV_POSITION
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{
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return position;
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}
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#endif
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0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_code[] =
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{
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#if 0
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Texture2D t;
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SamplerState s;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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return t.Sample(s, p);
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}
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#endif
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0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
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0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
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0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
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0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
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};
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static const struct
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{
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float x, y;
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}
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quad[] =
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{
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
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static const DWORD bitmap_data[] =
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{
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0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
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0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f,
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0xffffffff, 0xffffffff, 0xffffffff, 0xff000000,
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0xffffffff, 0xff000000, 0xff000000, 0xff000000,
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};
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static const DWORD expected_colors[] =
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{
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0xffffffff, 0xff000000, 0xffffffff, 0xff000000,
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0xff00ff00, 0xff0000ff, 0xff00ffff, 0x00000000,
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0xffffff00, 0xffff0000, 0xffff00ff, 0x00000000,
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0xff000000, 0xff7f7f7f, 0xffffffff, 0x00000000,
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};
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if (!(device = create_device()))
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{
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skip("Failed to create device, skipping tests.\n");
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return;
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}
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window = CreateWindowA("static", "d3d10core_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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swapchain = create_swapchain(device, window, TRUE);
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hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer);
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ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr);
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hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
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vs_code, sizeof(vs_code), &input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(quad);
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buffer_desc.Usage = D3D10_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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resource_data.pSysMem = quad;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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texture_desc.Width = 4;
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texture_desc.Height = 4;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D10_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr);
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sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.MipLODBias = 0.0f;
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sampler_desc.MaxAnisotropy = 0;
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sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
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sampler_desc.BorderColor[0] = 0.0f;
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sampler_desc.BorderColor[1] = 0.0f;
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sampler_desc.BorderColor[2] = 0.0f;
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sampler_desc.BorderColor[3] = 0.0f;
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sampler_desc.MinLOD = 0.0f;
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sampler_desc.MaxLOD = 0.0f;
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hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
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ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
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hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv);
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ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr);
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ID3D10Device_OMSetRenderTargets(device, 1, &backbuffer_rtv, NULL);
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ID3D10Device_IASetInputLayout(device, input_layout);
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ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
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ID3D10Device_VSSetShader(device, vs);
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ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv);
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ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
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ID3D10Device_PSSetShader(device, ps);
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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vp.Width = 640;
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vp.Height = 480;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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ID3D10Device_RSSetViewports(device, 1, &vp);
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ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red);
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ID3D10Device_Draw(device, 4, 0);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
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ok(compare_color(color, 0x00000000, 0),
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"Got unexpected color 0x%08x at (%u, %u).\n", color, j, i);
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}
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}
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set_box(&box, 1, 1, 0, 3, 3, 1);
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
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bitmap_data, 4 * sizeof(*bitmap_data), 0);
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set_box(&box, 0, 3, 0, 3, 4, 1);
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
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&bitmap_data[6], 4 * sizeof(*bitmap_data), 0);
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set_box(&box, 0, 0, 0, 4, 1, 1);
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
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&bitmap_data[10], 4 * sizeof(*bitmap_data), 0);
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set_box(&box, 0, 1, 0, 1, 3, 1);
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
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&bitmap_data[2], sizeof(*bitmap_data), 0);
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set_box(&box, 4, 4, 0, 3, 1, 1);
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, &box,
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bitmap_data, sizeof(*bitmap_data), 0);
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ID3D10Device_Draw(device, 4, 0);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
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ok(compare_color(color, expected_colors[j + i * 4], 1),
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"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
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color, j, i, expected_colors[j + i * 4]);
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}
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}
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, 0, NULL,
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bitmap_data, 4 * sizeof(*bitmap_data), 0);
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ID3D10Device_Draw(device, 4, 0);
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for (i = 0; i < 4; ++i)
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{
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for (j = 0; j < 4; ++j)
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{
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color = get_texture_color(backbuffer, 80 + j * 160, 60 + i * 120);
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ok(compare_color(color, bitmap_data[j + i * 4], 1),
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"Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
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color, j, i, bitmap_data[j + i * 4]);
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}
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}
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ID3D10PixelShader_Release(ps);
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ID3D10VertexShader_Release(vs);
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ID3D10SamplerState_Release(sampler_state);
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ID3D10ShaderResourceView_Release(ps_srv);
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ID3D10Texture2D_Release(texture);
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ID3D10Buffer_Release(vb);
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ID3D10InputLayout_Release(input_layout);
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ID3D10RenderTargetView_Release(backbuffer_rtv);
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ID3D10Texture2D_Release(backbuffer);
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IDXGISwapChain_Release(swapchain);
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refcount = ID3D10Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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DestroyWindow(window);
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}
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START_TEST(device)
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{
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test_create_texture2d();
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@ -3183,4 +3451,5 @@ START_TEST(device)
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test_private_data();
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test_il_append_aligned();
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test_fragment_coords();
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test_update_subresource();
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}
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@ -3818,6 +3818,8 @@ float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
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return 0.0f;
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}
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/* FIXME: Callers should probably use wined3d_device_update_sub_resource()
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* instead. */
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HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
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struct wined3d_surface *src_surface, const RECT *src_rect,
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struct wined3d_surface *dst_surface, const POINT *dst_point)
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@ -3981,6 +3983,84 @@ void CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device
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ERR("Failed to blit, hr %#x.\n", hr);
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}
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void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
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unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
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unsigned int depth_pitch)
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{
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struct wined3d_resource *sub_resource;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_const_bo_address addr;
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struct wined3d_context *context;
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struct wined3d_texture *texture;
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struct wined3d_surface *surface;
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POINT dst_point;
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RECT src_rect;
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TRACE("device %p, resource %p, sub_resource_idx %u, box %p, data %p, row_pitch %u, depth_pitch %u.\n",
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device, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
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if (resource->type != WINED3D_RTYPE_TEXTURE)
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{
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FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
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return;
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}
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texture = wined3d_texture_from_resource(resource);
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if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
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{
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WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
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return;
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}
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surface = surface_from_resource(sub_resource);
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src_rect.left = 0;
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src_rect.top = 0;
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if (box)
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{
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if (box->left >= box->right || box->right > sub_resource->width
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|| box->top >= box->bottom || box->bottom > sub_resource->height)
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{
|
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WARN("Invalid box (%u, %u, %u)->(%u, %u, %u) specified.\n",
|
||||
box->left, box->top, box->front, box->right, box->bottom, box->back);
|
||||
return;
|
||||
}
|
||||
|
||||
src_rect.right = box->right - box->left;
|
||||
src_rect.bottom = box->bottom - box->top;
|
||||
dst_point.x = box->left;
|
||||
dst_point.y = box->top;
|
||||
}
|
||||
else
|
||||
{
|
||||
src_rect.right = sub_resource->width;
|
||||
src_rect.bottom = sub_resource->height;
|
||||
dst_point.x = 0;
|
||||
dst_point.y = 0;
|
||||
}
|
||||
|
||||
addr.buffer_object = 0;
|
||||
addr.addr = data;
|
||||
|
||||
context = context_acquire(resource->device, NULL);
|
||||
gl_info = context->gl_info;
|
||||
|
||||
/* Only load the surface for partial updates. */
|
||||
if (!dst_point.x && !dst_point.y && src_rect.right == sub_resource->width
|
||||
&& src_rect.bottom == sub_resource->height)
|
||||
wined3d_texture_prepare_texture(texture, context, FALSE);
|
||||
else
|
||||
surface_load_location(surface, WINED3D_LOCATION_TEXTURE_RGB);
|
||||
wined3d_texture_bind_and_dirtify(texture, context, FALSE);
|
||||
|
||||
wined3d_surface_upload_data(surface, gl_info, resource->format,
|
||||
&src_rect, row_pitch, &dst_point, FALSE, &addr);
|
||||
|
||||
context_release(context);
|
||||
|
||||
surface_validate_location(surface, WINED3D_LOCATION_TEXTURE_RGB);
|
||||
surface_invalidate_location(surface, ~WINED3D_LOCATION_TEXTURE_RGB);
|
||||
}
|
||||
|
||||
HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
|
||||
struct wined3d_rendertarget_view *view, const RECT *rect, const struct wined3d_color *color)
|
||||
{
|
||||
|
|
|
@ -161,6 +161,7 @@
|
|||
@ cdecl wined3d_device_show_cursor(ptr long)
|
||||
@ cdecl wined3d_device_uninit_3d(ptr)
|
||||
@ cdecl wined3d_device_uninit_gdi(ptr)
|
||||
@ cdecl wined3d_device_update_sub_resource(ptr ptr long ptr ptr long long)
|
||||
@ cdecl wined3d_device_update_surface(ptr ptr ptr ptr ptr)
|
||||
@ cdecl wined3d_device_update_texture(ptr ptr ptr)
|
||||
@ cdecl wined3d_device_validate_device(ptr ptr)
|
||||
|
|
|
@ -2329,6 +2329,9 @@ void __cdecl wined3d_device_setup_fullscreen_window(struct wined3d_device *devic
|
|||
BOOL __cdecl wined3d_device_show_cursor(struct wined3d_device *device, BOOL show);
|
||||
HRESULT __cdecl wined3d_device_uninit_3d(struct wined3d_device *device);
|
||||
HRESULT __cdecl wined3d_device_uninit_gdi(struct wined3d_device *device);
|
||||
void __cdecl wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
|
||||
unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
|
||||
unsigned int depth_pitch);
|
||||
HRESULT __cdecl wined3d_device_update_surface(struct wined3d_device *device, struct wined3d_surface *src_surface,
|
||||
const RECT *src_rect, struct wined3d_surface *dst_surface, const POINT *dst_point);
|
||||
HRESULT __cdecl wined3d_device_update_texture(struct wined3d_device *device,
|
||||
|
|
Loading…
Reference in New Issue