292 lines
11 KiB
C
292 lines
11 KiB
C
/*
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* IDirect3DCubeTexture8 implementation
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*
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* Copyright 2005 Oliver Stieber
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "d3d8_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d8);
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/* IDirect3DCubeTexture8 IUnknown parts follow: */
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static HRESULT WINAPI IDirect3DCubeTexture8Impl_QueryInterface(LPDIRECT3DCUBETEXTURE8 iface, REFIID riid, LPVOID *ppobj) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IDirect3DResource8)
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|| IsEqualGUID(riid, &IID_IDirect3DBaseTexture8)
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|| IsEqualGUID(riid, &IID_IDirect3DCubeTexture8)) {
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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WARN("(%p)->(%s,%p),not found\n", This, debugstr_guid(riid), ppobj);
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IDirect3DCubeTexture8Impl_AddRef(LPDIRECT3DCUBETEXTURE8 iface) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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ULONG ref = InterlockedIncrement(&This->ref);
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TRACE("(%p) : AddRef from %d\n", This, ref - 1);
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return ref;
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}
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static ULONG WINAPI IDirect3DCubeTexture8Impl_Release(LPDIRECT3DCUBETEXTURE8 iface) {
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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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ULONG ref = InterlockedDecrement(&This->ref);
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TRACE("(%p) : ReleaseRef to %d\n", This, ref);
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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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return ref;
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}
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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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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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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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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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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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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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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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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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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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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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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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/* As d3d8 and d3d9 structures differ, pass in ptrs to where data needs to go */
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wined3ddesc.Format = (WINED3DFORMAT *)&pDesc->Format;
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wined3ddesc.Type = (WINED3DRESOURCETYPE *)&pDesc->Type;
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wined3ddesc.Usage = &pDesc->Usage;
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wined3ddesc.Pool = (WINED3DPOOL *) &pDesc->Pool;
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wined3ddesc.Size = &pDesc->Size;
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wined3ddesc.MultiSampleType = (WINED3DMULTISAMPLE_TYPE *) &pDesc->MultiSampleType;
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wined3ddesc.MultiSampleQuality = NULL; /* DirectX9 only */
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wined3ddesc.Width = &pDesc->Width;
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wined3ddesc.Height = &pDesc->Height;
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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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IDirect3DCubeTexture8Impl *This = (IDirect3DCubeTexture8Impl *)iface;
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HRESULT hrc = D3D_OK;
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IWineD3DSurface *mySurface = NULL;
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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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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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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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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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const IDirect3DCubeTexture8Vtbl Direct3DCubeTexture8_Vtbl =
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{
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/* IUnknown */
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IDirect3DCubeTexture8Impl_QueryInterface,
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IDirect3DCubeTexture8Impl_AddRef,
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IDirect3DCubeTexture8Impl_Release,
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/* IDirect3DResource8 */
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IDirect3DCubeTexture8Impl_GetDevice,
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IDirect3DCubeTexture8Impl_SetPrivateData,
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IDirect3DCubeTexture8Impl_GetPrivateData,
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IDirect3DCubeTexture8Impl_FreePrivateData,
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IDirect3DCubeTexture8Impl_SetPriority,
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IDirect3DCubeTexture8Impl_GetPriority,
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IDirect3DCubeTexture8Impl_PreLoad,
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IDirect3DCubeTexture8Impl_GetType,
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/* IDirect3DBaseTexture8 */
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IDirect3DCubeTexture8Impl_SetLOD,
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IDirect3DCubeTexture8Impl_GetLOD,
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IDirect3DCubeTexture8Impl_GetLevelCount,
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/* IDirect3DCubeTexture8 */
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IDirect3DCubeTexture8Impl_GetLevelDesc,
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IDirect3DCubeTexture8Impl_GetCubeMapSurface,
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IDirect3DCubeTexture8Impl_LockRect,
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IDirect3DCubeTexture8Impl_UnlockRect,
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IDirect3DCubeTexture8Impl_AddDirtyRect
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};
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