d3d8: Add a separate function for volume texture initialization.
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@ -439,11 +439,6 @@ struct IDirect3DTexture8Impl
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/* IDirect3DVolumeTexture8 */
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/* ----------------------- */
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/*****************************************************************************
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* Predeclare the interface implementation structures
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*/
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extern const IDirect3DVolumeTexture8Vtbl Direct3DVolumeTexture8_Vtbl;
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/*****************************************************************************
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* IDirect3DVolumeTexture8 implementation structure
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*/
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@ -460,6 +455,9 @@ struct IDirect3DVolumeTexture8Impl
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LPDIRECT3DDEVICE8 parentDevice;
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};
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HRESULT volumetexture_init(IDirect3DVolumeTexture8Impl *texture, IDirect3DDevice8Impl *device,
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UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool);
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/* ----------------------- */
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/* IDirect3DStateBlockImpl */
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/* ----------------------- */
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@ -695,45 +695,35 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateTexture(LPDIRECT3DDEVICE8 iface
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateVolumeTexture(IDirect3DDevice8 *iface,
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UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, D3DFORMAT Format,
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D3DPOOL Pool, IDirect3DVolumeTexture8 **ppVolumeTexture)
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UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format,
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D3DPOOL pool, IDirect3DVolumeTexture8 **texture)
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{
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IDirect3DVolumeTexture8Impl *object;
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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HRESULT hrc = D3D_OK;
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IDirect3DVolumeTexture8Impl *object;
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HRESULT hr;
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TRACE("(%p) Relay\n", This);
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TRACE("iface %p, width %u, height %u, depth %u, levels %u, usage %#x, format %#x, pool %#x, texture %p.\n",
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iface, width, height, depth, levels, usage, format, pool, texture);
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/* Allocate the storage for the device */
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DVolumeTexture8Impl));
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if (NULL == object) {
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FIXME("(%p) allocation of memory failed\n", This);
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*ppVolumeTexture = NULL;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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ERR("Failed to allocate volume texture memory.\n");
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return D3DERR_OUTOFVIDEOMEMORY;
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}
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object->lpVtbl = &Direct3DVolumeTexture8_Vtbl;
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object->ref = 1;
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wined3d_mutex_lock();
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hrc = IWineD3DDevice_CreateVolumeTexture(This->WineD3DDevice, Width, Height, Depth, Levels,
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Usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(Format),
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Pool, &object->wineD3DVolumeTexture, (IUnknown *)object);
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wined3d_mutex_unlock();
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if (hrc != D3D_OK) {
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/* free up object */
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FIXME("(%p) call to IWineD3DDevice_CreateVolumeTexture failed\n", This);
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hr = volumetexture_init(object, This, width, height, depth, levels, usage, format, pool);
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if (FAILED(hr))
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{
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WARN("Failed to initialize volume texture, hr %#x.\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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*ppVolumeTexture = NULL;
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} else {
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IUnknown_AddRef(iface);
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object->parentDevice = iface;
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*ppVolumeTexture = (LPDIRECT3DVOLUMETEXTURE8) object;
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return hr;
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}
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TRACE("(%p) returning %p\n", This , *ppVolumeTexture);
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return hrc;
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TRACE("Created volume texture %p.\n", object);
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*texture = (IDirect3DVolumeTexture8 *)object;
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return D3D_OK;
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}
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static HRESULT WINAPI IDirect3DDevice8Impl_CreateCubeTexture(IDirect3DDevice8 *iface, UINT EdgeLength,
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@ -285,8 +285,7 @@ static HRESULT WINAPI IDirect3DVolumeTexture8Impl_AddDirtyBox(LPDIRECT3DVOLUMETE
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return hr;
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}
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const IDirect3DVolumeTexture8Vtbl Direct3DVolumeTexture8_Vtbl =
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static const IDirect3DVolumeTexture8Vtbl Direct3DVolumeTexture8_Vtbl =
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{
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/* IUnknown */
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IDirect3DVolumeTexture8Impl_QueryInterface,
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@ -312,3 +311,28 @@ const IDirect3DVolumeTexture8Vtbl Direct3DVolumeTexture8_Vtbl =
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IDirect3DVolumeTexture8Impl_UnlockBox,
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IDirect3DVolumeTexture8Impl_AddDirtyBox
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};
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HRESULT volumetexture_init(IDirect3DVolumeTexture8Impl *texture, IDirect3DDevice8Impl *device,
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UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
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{
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HRESULT hr;
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texture->lpVtbl = &Direct3DVolumeTexture8_Vtbl;
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texture->ref = 1;
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wined3d_mutex_lock();
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hr = IWineD3DDevice_CreateVolumeTexture(device->WineD3DDevice, width, height, depth, levels,
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usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format),
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pool, &texture->wineD3DVolumeTexture, (IUnknown *)texture);
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wined3d_mutex_unlock();
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if (FAILED(hr))
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{
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WARN("Failed to create wined3d volume texture, hr %#x.\n", hr);
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return hr;
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}
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texture->parentDevice = (IDirect3DDevice8 *)device;
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IDirect3DDevice8_AddRef(texture->parentDevice);
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return D3D_OK;
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}
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