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https://github.com/reactos/wine.git
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407 lines
18 KiB
C
407 lines
18 KiB
C
/*
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* IWineD3DCubeTexture implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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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 "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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static const GLenum cube_targets[6] = {
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GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB
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};
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/* *******************************************
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IWineD3DCubeTexture IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DCubeTextureImpl_QueryInterface(IWineD3DCubeTexture *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DBaseTexture)
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|| IsEqualGUID(riid, &IID_IWineD3DTexture)) {
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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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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DCubeTextureImpl_AddRef(IWineD3DCubeTexture *iface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : AddRef increasing from %d\n", This, This->resource.ref);
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return InterlockedIncrement(&This->resource.ref);
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}
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static ULONG WINAPI IWineD3DCubeTextureImpl_Release(IWineD3DCubeTexture *iface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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ULONG ref;
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TRACE("(%p) : Releasing from %d\n", This, This->resource.ref);
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ref = InterlockedDecrement(&This->resource.ref);
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if (ref == 0) {
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IWineD3DCubeTexture_Destroy(iface, D3DCB_DefaultDestroySurface);
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DCubeTexture IWineD3DResource parts follow
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**************************************************** */
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static HRESULT WINAPI IWineD3DCubeTextureImpl_GetDevice(IWineD3DCubeTexture *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_SetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_GetPrivateData(IWineD3DCubeTexture *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_FreePrivateData(IWineD3DCubeTexture *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_SetPriority(IWineD3DCubeTexture *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
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/* Override the IWineD3DResource Preload method */
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unsigned int i,j;
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BOOL setGlTextureDesc = FALSE;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL srgb_mode = This->baseTexture.is_srgb;
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BOOL srgb_was_toggled = FALSE;
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TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
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if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
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/* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
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* and a context was activated at the beginning of drawPrimitive
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*/
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if(!device->isInDraw) {
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/* No danger of recursive calls, ActivateContext sets isInDraw to true when loading
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* offscreen render targets into their texture
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*/
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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} else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
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srgb_mode = device->stateBlock->samplerState[This->baseTexture.sampler][WINED3DSAMP_SRGBTEXTURE];
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srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
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This->baseTexture.is_srgb = srgb_mode;
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}
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IWineD3DCubeTexture_BindTexture(iface);
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ENTER_GL();
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/* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
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if (This->baseTexture.dirty) {
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for (i = 0; i < This->baseTexture.levels; i++) {
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for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
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if(setGlTextureDesc)
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IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
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IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
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}
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}
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} else if (srgb_was_toggled) {
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/* Loop is repeated in the else block with the extra AddDirtyRect line to avoid the alternative of
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* checking srgb_was_toggled in every iteration, even when the texture is just dirty
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*/
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if (This->baseTexture.srgb_mode_change_count < 20)
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++This->baseTexture.srgb_mode_change_count;
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else
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FIXME("Cubetexture (%p) has been reloaded at least 20 times due to WINED3DSAMP_SRGBTEXTURE changes on it\'s sampler\n", This);
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for (i = 0; i < This->baseTexture.levels; i++) {
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for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
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IWineD3DSurfaceImpl_AddDirtyRect(This->surfaces[j][i], NULL);
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IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
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IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
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}
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}
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} else {
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TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
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}
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LEAVE_GL();
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/* No longer dirty */
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This->baseTexture.dirty = FALSE;
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return ;
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DCubeTexture IWineD3DBaseTexture parts follow
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****************************************************** */
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static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
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return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
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}
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static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
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}
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static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
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IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
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}
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/* Internal function, No d3d mapping */
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static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
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return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
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}
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/* Internal function, No d3d mapping */
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static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
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return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : relay to BaseTexture\n", This);
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return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p) : relay to BaseTexture\n", This);
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return IWineD3DBaseTextureImpl_UnBindTexture((IWineD3DBaseTexture *)iface);
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}
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static UINT WINAPI IWineD3DCubeTextureImpl_GetTextureDimensions(IWineD3DCubeTexture *iface){
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p)\n", This);
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return GL_TEXTURE_CUBE_MAP_ARB;
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}
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static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture *iface,
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const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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float matrix[16];
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IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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/* Apply non-power2 mappings and texture offsets so long as the texture coords aren't projected or generated */
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if(This->pow2scalingFactor != 1.0f) {
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if((textureStates[WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) == WINED3DTSS_TCI_PASSTHRU &&
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(~textureStates[WINED3DTSS_TEXTURETRANSFORMFLAGS] & WINED3DTTFF_PROJECTED)) {
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glMatrixMode(GL_TEXTURE);
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memset(matrix, 0 , sizeof(matrix));
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matrix[0] = This->pow2scalingFactor;
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matrix[5] = This->pow2scalingFactor;
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matrix[10] = This->pow2scalingFactor;
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#if 0 /* Translation fixup is no longer required (here for reminder) */
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matrix[12] = -0.25f / (float)This->edgeLength;
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matrix[13] = -0.75f / (float)This->edgeLength;
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matrix[14] = -0.25f / (float)This->edgeLength;
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#endif
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TRACE("(%p) Setup Matrix:\n", This);
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TRACE(" %f %f %f %f\n", matrix[0], matrix[1], matrix[2], matrix[3]);
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TRACE(" %f %f %f %f\n", matrix[4], matrix[5], matrix[6], matrix[7]);
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TRACE(" %f %f %f %f\n", matrix[8], matrix[9], matrix[10], matrix[11]);
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TRACE(" %f %f %f %f\n", matrix[12], matrix[13], matrix[14], matrix[15]);
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TRACE("\n");
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glMultMatrixf(matrix);
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} else {
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/* I don't expect nonpower 2 textures to be used with generated texture coordinates, but if they are present a fixme. */
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FIXME("Non-power2 texture being used with generated texture coords\n");
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}
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}
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}
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/* *******************************************
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IWineD3DCubeTexture IWineD3DCubeTexture parts follow
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******************************************* */
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static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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int i,j;
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TRACE("(%p) : Cleaning up\n",This);
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for (i = 0; i < This->baseTexture.levels; i++) {
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for (j = 0; j < 6; j++) {
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if (This->surfaces[j][i] != NULL) {
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/* Clean out the texture name we gave to the surface so that the surface doesn't try and release it */
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IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, 0);
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/* Cleanup the container */
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IWineD3DSurface_SetContainer(This->surfaces[j][i], 0);
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D3DCB_DestroySurface(This->surfaces[j][i]);
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}
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}
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}
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IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
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/* finally delete the object */
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HeapFree(GetProcessHeap(), 0, This);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_GetLevelDesc(IWineD3DCubeTexture *iface, UINT Level, WINED3DSURFACE_DESC* pDesc) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels) {
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TRACE("(%p) level (%d)\n", This, Level);
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return IWineD3DSurface_GetDesc(This->surfaces[0][Level], pDesc);
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}
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FIXME("(%p) level(%d) overflow Levels(%d)\n", This, Level, This->baseTexture.levels);
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return WINED3DERR_INVALIDCALL;
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_GetCubeMapSurface(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, IWineD3DSurface** ppCubeMapSurface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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HRESULT hr = WINED3DERR_INVALIDCALL;
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if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
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*ppCubeMapSurface = This->surfaces[FaceType][Level];
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IWineD3DSurface_AddRef(*ppCubeMapSurface);
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hr = WINED3D_OK;
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}
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if (WINED3D_OK == hr) {
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TRACE("(%p) -> faceType(%d) level(%d) returning surface@%p\n", This, FaceType, Level, This->surfaces[FaceType][Level]);
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} else {
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WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
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}
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return hr;
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_LockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level, WINED3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
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HRESULT hr = WINED3DERR_INVALIDCALL;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
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hr = IWineD3DSurface_LockRect(This->surfaces[FaceType][Level], pLockedRect, pRect, Flags);
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}
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if (WINED3D_OK == hr) {
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TRACE("(%p) -> faceType(%d) level(%d) returning memory@%p success(%u)\n", This, FaceType, Level, pLockedRect->pBits, hr);
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} else {
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WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
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}
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return hr;
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_UnlockRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, UINT Level) {
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HRESULT hr = WINED3DERR_INVALIDCALL;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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if (Level < This->baseTexture.levels && FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
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hr = IWineD3DSurface_UnlockRect(This->surfaces[FaceType][Level]);
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}
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if (WINED3D_OK == hr) {
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TRACE("(%p) -> faceType(%d) level(%d) success(%u)\n", This, FaceType, Level, hr);
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} else {
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WARN("(%p) level(%d) overflow Levels(%d) Or FaceType(%d)\n", This, Level, This->baseTexture.levels, FaceType);
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}
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return hr;
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_AddDirtyRect(IWineD3DCubeTexture *iface, WINED3DCUBEMAP_FACES FaceType, CONST RECT* pDirtyRect) {
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HRESULT hr = WINED3DERR_INVALIDCALL;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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This->baseTexture.dirty = TRUE;
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TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
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if (FaceType >= WINED3DCUBEMAP_FACE_POSITIVE_X && FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
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hr = IWineD3DSurface_AddDirtyRect(This->surfaces[FaceType][0], pDirtyRect);
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} else {
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WARN("(%p) overflow FaceType(%d)\n", This, FaceType);
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}
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return hr;
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}
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const IWineD3DCubeTextureVtbl IWineD3DCubeTexture_Vtbl =
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{
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/* IUnknown */
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IWineD3DCubeTextureImpl_QueryInterface,
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IWineD3DCubeTextureImpl_AddRef,
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IWineD3DCubeTextureImpl_Release,
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/* IWineD3DResource */
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IWineD3DCubeTextureImpl_GetParent,
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IWineD3DCubeTextureImpl_GetDevice,
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IWineD3DCubeTextureImpl_SetPrivateData,
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IWineD3DCubeTextureImpl_GetPrivateData,
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IWineD3DCubeTextureImpl_FreePrivateData,
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IWineD3DCubeTextureImpl_SetPriority,
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IWineD3DCubeTextureImpl_GetPriority,
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IWineD3DCubeTextureImpl_PreLoad,
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IWineD3DCubeTextureImpl_GetType,
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/* IWineD3DBaseTexture */
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IWineD3DCubeTextureImpl_SetLOD,
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IWineD3DCubeTextureImpl_GetLOD,
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IWineD3DCubeTextureImpl_GetLevelCount,
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IWineD3DCubeTextureImpl_SetAutoGenFilterType,
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IWineD3DCubeTextureImpl_GetAutoGenFilterType,
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IWineD3DCubeTextureImpl_GenerateMipSubLevels,
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IWineD3DCubeTextureImpl_SetDirty,
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IWineD3DCubeTextureImpl_GetDirty,
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IWineD3DCubeTextureImpl_BindTexture,
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IWineD3DCubeTextureImpl_UnBindTexture,
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IWineD3DCubeTextureImpl_GetTextureDimensions,
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IWineD3DCubeTextureImpl_ApplyStateChanges,
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/* IWineD3DCubeTexture */
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IWineD3DCubeTextureImpl_Destroy,
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IWineD3DCubeTextureImpl_GetLevelDesc,
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IWineD3DCubeTextureImpl_GetCubeMapSurface,
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IWineD3DCubeTextureImpl_LockRect,
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IWineD3DCubeTextureImpl_UnlockRect,
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IWineD3DCubeTextureImpl_AddDirtyRect
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};
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