d3dx9: Implement D3DXCreateVolumeTexture.
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@ -106,7 +106,7 @@
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@ stub D3DXCreateTextureGutterHelper
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@ stub D3DXCreateTextureShader
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@ stub D3DXCreateTorus
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@ stub D3DXCreateVolumeTexture
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@ stdcall D3DXCreateVolumeTexture(ptr long long long long long long long ptr)
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@ stub D3DXCreateVolumeTextureFromFileA
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@ stub D3DXCreateVolumeTextureFromFileExA
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@ stub D3DXCreateVolumeTextureFromFileExW
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@ -905,3 +905,34 @@ HRESULT WINAPI D3DXCreateCubeTexture(LPDIRECT3DDEVICE9 device,
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return IDirect3DDevice9_CreateCubeTexture(device, size, miplevels, usage, format, pool, texture, NULL);
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}
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HRESULT WINAPI D3DXCreateVolumeTexture(LPDIRECT3DDEVICE9 device,
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UINT width,
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UINT height,
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UINT depth,
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UINT miplevels,
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DWORD usage,
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D3DFORMAT format,
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D3DPOOL pool,
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LPDIRECT3DVOLUMETEXTURE9 *texture)
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{
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HRESULT hr;
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TRACE("(%p, %u, %u, %u, %u, %#x, %#x, %#x, %p)\n", device, width, height, depth,
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miplevels, usage, format, pool, texture);
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if (!device || !texture)
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return D3DERR_INVALIDCALL;
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hr = D3DXCheckVolumeTextureRequirements(device, &width, &height, &depth,
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&miplevels, usage, &format, pool);
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if (FAILED(hr))
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{
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TRACE("D3DXCheckVolumeTextureRequirements failed\n");
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return hr;
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}
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return IDirect3DDevice9_CreateVolumeTexture(device, width, height, depth, miplevels,
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usage, format, pool, texture, NULL);
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}
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