d3d8: Hold the lock in cubetexture methods.
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d88fe52564
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e96287e49c
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@ -57,7 +57,9 @@ static ULONG WINAPI IDirect3DCubeTexture8Impl_Release(LPDIRECT3DCUBETEXTURE8 ifa
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if (ref == 0) {
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TRACE("Releasing child %p\n", This->wineD3DCubeTexture);
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EnterCriticalSection(&d3d8_cs);
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IWineD3DCubeTexture_Destroy(This->wineD3DCubeTexture, D3D8CB_DestroySurface);
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LeaveCriticalSection(&d3d8_cs);
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IUnknown_Release(This->parentDevice);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -67,74 +69,128 @@ static ULONG WINAPI IDirect3DCubeTexture8Impl_Release(LPDIRECT3DCUBETEXTURE8 ifa
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/* IDirect3DCubeTexture8 IDirect3DResource8 Interface follow: */
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static HRESULT WINAPI IDirect3DCubeTexture8Impl_GetDevice(LPDIRECT3DCUBETEXTURE8 iface, IDirect3DDevice8 **ppDevice) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n" , This);
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return IDirect3DResource8Impl_GetDevice((LPDIRECT3DRESOURCE8) This, ppDevice);
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EnterCriticalSection(&d3d8_cs);
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hr = IDirect3DResource8Impl_GetDevice((LPDIRECT3DRESOURCE8) This, ppDevice);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DCubeTexture8Impl_SetPrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_SetPrivateData(This->wineD3DCubeTexture,refguid,pData,SizeOfData,Flags);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DCubeTexture_SetPrivateData(This->wineD3DCubeTexture,refguid,pData,SizeOfData,Flags);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DCubeTexture8Impl_GetPrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid, void *pData, DWORD *pSizeOfData) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_GetPrivateData(This->wineD3DCubeTexture,refguid,pData,pSizeOfData);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DCubeTexture_GetPrivateData(This->wineD3DCubeTexture,refguid,pData,pSizeOfData);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DCubeTexture8Impl_FreePrivateData(LPDIRECT3DCUBETEXTURE8 iface, REFGUID refguid) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_FreePrivateData(This->wineD3DCubeTexture,refguid);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DCubeTexture_FreePrivateData(This->wineD3DCubeTexture,refguid);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static DWORD WINAPI IDirect3DCubeTexture8Impl_SetPriority(LPDIRECT3DCUBETEXTURE8 iface, DWORD PriorityNew) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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DWORD ret;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_SetPriority(This->wineD3DCubeTexture, PriorityNew);
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EnterCriticalSection(&d3d8_cs);
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ret = IWineD3DCubeTexture_SetPriority(This->wineD3DCubeTexture, PriorityNew);
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LeaveCriticalSection(&d3d8_cs);
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return ret;
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}
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static DWORD WINAPI IDirect3DCubeTexture8Impl_GetPriority(LPDIRECT3DCUBETEXTURE8 iface) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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DWORD ret;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_GetPriority(This->wineD3DCubeTexture);
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EnterCriticalSection(&d3d8_cs);
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ret = IWineD3DCubeTexture_GetPriority(This->wineD3DCubeTexture);
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LeaveCriticalSection(&d3d8_cs);
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return ret;
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}
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static void WINAPI IDirect3DCubeTexture8Impl_PreLoad(LPDIRECT3DCUBETEXTURE8 iface) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d8_cs);
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IWineD3DCubeTexture_PreLoad(This->wineD3DCubeTexture);
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LeaveCriticalSection(&d3d8_cs);
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}
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static D3DRESOURCETYPE WINAPI IDirect3DCubeTexture8Impl_GetType(LPDIRECT3DCUBETEXTURE8 iface) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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D3DRESOURCETYPE type;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_GetType(This->wineD3DCubeTexture);
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EnterCriticalSection(&d3d8_cs);
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type = IWineD3DCubeTexture_GetType(This->wineD3DCubeTexture);
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LeaveCriticalSection(&d3d8_cs);
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return type;
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}
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/* IDirect3DCubeTexture8 IDirect3DBaseTexture8 Interface follow: */
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static DWORD WINAPI IDirect3DCubeTexture8Impl_SetLOD(LPDIRECT3DCUBETEXTURE8 iface, DWORD LODNew) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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DWORD lod;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_SetLOD(This->wineD3DCubeTexture, LODNew);
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EnterCriticalSection(&d3d8_cs);
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lod = IWineD3DCubeTexture_SetLOD(This->wineD3DCubeTexture, LODNew);
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LeaveCriticalSection(&d3d8_cs);
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return lod;
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}
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static DWORD WINAPI IDirect3DCubeTexture8Impl_GetLOD(LPDIRECT3DCUBETEXTURE8 iface) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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DWORD lod;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_GetLOD((LPDIRECT3DBASETEXTURE8) This);
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EnterCriticalSection(&d3d8_cs);
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lod = IWineD3DCubeTexture_GetLOD((LPDIRECT3DBASETEXTURE8) This);
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LeaveCriticalSection(&d3d8_cs);
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return lod;
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}
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static DWORD WINAPI IDirect3DCubeTexture8Impl_GetLevelCount(LPDIRECT3DCUBETEXTURE8 iface) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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DWORD cnt;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_GetLevelCount(This->wineD3DCubeTexture);
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EnterCriticalSection(&d3d8_cs);
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cnt = IWineD3DCubeTexture_GetLevelCount(This->wineD3DCubeTexture);
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LeaveCriticalSection(&d3d8_cs);
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return cnt;
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}
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/* IDirect3DCubeTexture8 Interface follow: */
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static HRESULT WINAPI IDirect3DCubeTexture8Impl_GetLevelDesc(LPDIRECT3DCUBETEXTURE8 iface, UINT Level, D3DSURFACE_DESC *pDesc) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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HRESULT hr;
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WINED3DSURFACE_DESC wined3ddesc;
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TRACE("(%p) Relay\n", This);
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@ -150,7 +206,10 @@ static HRESULT WINAPI IDirect3DCubeTexture8Impl_GetLevelDesc(LPDIRECT3DCUBETEXTU
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wined3ddesc.Width = &pDesc->Width;
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wined3ddesc.Height = &pDesc->Height;
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return IWineD3DCubeTexture_GetLevelDesc(This->wineD3DCubeTexture, Level, &wined3ddesc);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DCubeTexture_GetLevelDesc(This->wineD3DCubeTexture, Level, &wined3ddesc);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DCubeTexture8Impl_GetCubeMapSurface(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level, IDirect3DSurface8 **ppCubeMapSurface) {
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@ -160,30 +219,47 @@ static HRESULT WINAPI IDirect3DCubeTexture8Impl_GetCubeMapSurface(LPDIRECT3DCUBE
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d8_cs);
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hrc = IWineD3DCubeTexture_GetCubeMapSurface(This->wineD3DCubeTexture, (WINED3DCUBEMAP_FACES) FaceType, Level, &mySurface);
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if (hrc == D3D_OK && NULL != ppCubeMapSurface) {
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IWineD3DCubeTexture_GetParent(mySurface, (IUnknown **)ppCubeMapSurface);
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IWineD3DCubeTexture_Release(mySurface);
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}
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LeaveCriticalSection(&d3d8_cs);
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return hrc;
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}
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static HRESULT WINAPI IDirect3DCubeTexture8Impl_LockRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level, D3DLOCKED_RECT* pLockedRect, CONST RECT *pRect, DWORD Flags) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_LockRect(This->wineD3DCubeTexture, (WINED3DCUBEMAP_FACES) FaceType, Level, (WINED3DLOCKED_RECT *) pLockedRect, pRect, Flags);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DCubeTexture_LockRect(This->wineD3DCubeTexture, (WINED3DCUBEMAP_FACES) FaceType, Level, (WINED3DLOCKED_RECT *) pLockedRect, pRect, Flags);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DCubeTexture8Impl_UnlockRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, UINT Level) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_UnlockRect(This->wineD3DCubeTexture, (WINED3DCUBEMAP_FACES) FaceType, Level);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DCubeTexture_UnlockRect(This->wineD3DCubeTexture, (WINED3DCUBEMAP_FACES) FaceType, Level);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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static HRESULT WINAPI IDirect3DCubeTexture8Impl_AddDirtyRect(LPDIRECT3DCUBETEXTURE8 iface, D3DCUBEMAP_FACES FaceType, CONST RECT *pDirtyRect) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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return IWineD3DCubeTexture_AddDirtyRect(This->wineD3DCubeTexture, (WINED3DCUBEMAP_FACES) FaceType, pDirtyRect);
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EnterCriticalSection(&d3d8_cs);
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hr = IWineD3DCubeTexture_AddDirtyRect(This->wineD3DCubeTexture, (WINED3DCUBEMAP_FACES) FaceType, pDirtyRect);
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LeaveCriticalSection(&d3d8_cs);
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return hr;
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}
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