mirror of
https://github.com/reactos/wine.git
synced 2024-12-02 00:36:43 +00:00
9489f8bdc0
- fix a crash in pixel shader parser (happened with unreal2) - currently desactive pixel shaders caps (with #define) while hw shaders code isn't merged - when we have a special debug channel for shader, use it ;) - fix again some stubs return value - more more readable traces now (principaly IDirect3D8 capacities check and surface locking code) using new debug functions - fix/cleaning the surface locking code - now we support D3DTOP_SUBSTRACT so declare it in caps - now support true 32bit (well X 24 bit can be used as 32 bit in caps code) - first try to get D3DTSS_TCI_CAMERASPACENORMAL and D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR look good - native support 32 bit support (now application can choose 16 or 32 bit support) if current resolution is 24 bit (as we can only launch games in windowed mode) - textures palettes support - fix reflexion placement code (the sdk sample begin to work) - fix a stupid crash when using traces in vshaderdeclaration - more more readable traces (init/caps) - more cubetextures fixes
481 lines
16 KiB
C
481 lines
16 KiB
C
/*
|
|
* IDirect3DSurface8 implementation
|
|
*
|
|
* Copyright 2002 Jason Edmeades
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2.1 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library; if not, write to the Free Software
|
|
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
*/
|
|
|
|
#include "config.h"
|
|
|
|
#include "windef.h"
|
|
#include "winbase.h"
|
|
#include "winuser.h"
|
|
#include "wingdi.h"
|
|
#include "wine/debug.h"
|
|
|
|
#include "d3d8_private.h"
|
|
|
|
WINE_DEFAULT_DEBUG_CHANNEL(d3d_surface);
|
|
|
|
/* trace: */
|
|
#if 0
|
|
# define VTRACE(A) TRACE A
|
|
#else
|
|
# define VTRACE(A)
|
|
#endif
|
|
|
|
|
|
/* IDirect3DVolume IUnknown parts follow: */
|
|
HRESULT WINAPI IDirect3DSurface8Impl_QueryInterface(LPDIRECT3DSURFACE8 iface,REFIID riid,LPVOID *ppobj)
|
|
{
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
|
|
if (IsEqualGUID(riid, &IID_IUnknown)
|
|
|| IsEqualGUID(riid, &IID_IDirect3DSurface8)) {
|
|
IDirect3DSurface8Impl_AddRef(iface);
|
|
*ppobj = This;
|
|
return D3D_OK;
|
|
}
|
|
|
|
WARN("(%p)->(%s,%p),not found\n",This,debugstr_guid(riid),ppobj);
|
|
return E_NOINTERFACE;
|
|
}
|
|
|
|
ULONG WINAPI IDirect3DSurface8Impl_AddRef(LPDIRECT3DSURFACE8 iface) {
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
TRACE("(%p) : AddRef from %ld\n", This, This->ref);
|
|
return ++(This->ref);
|
|
}
|
|
|
|
ULONG WINAPI IDirect3DSurface8Impl_Release(LPDIRECT3DSURFACE8 iface) {
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
ULONG ref = --This->ref;
|
|
TRACE("(%p) : ReleaseRef to %ld\n", This, This->ref);
|
|
if (ref == 0) {
|
|
HeapFree(GetProcessHeap(), 0, This->allocatedMemory);
|
|
HeapFree(GetProcessHeap(), 0, This);
|
|
}
|
|
return ref;
|
|
}
|
|
|
|
/* IDirect3DSurface8: */
|
|
HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(LPDIRECT3DSURFACE8 iface, IDirect3DDevice8** ppDevice) {
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
TRACE("(%p) : returning %p\n", This, This->Device);
|
|
*ppDevice = (LPDIRECT3DDEVICE8) This->Device;
|
|
/**
|
|
* Note Calling this method will increase the internal reference count
|
|
* on the IDirect3DDevice8 interface.
|
|
*/
|
|
IDirect3DDevice8Impl_AddRef(*ppDevice);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DSurface8Impl_SetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DSurface8Impl_GetPrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DSurface8Impl_FreePrivateData(LPDIRECT3DSURFACE8 iface, REFGUID refguid) {
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
FIXME("(%p) : stub\n", This);
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DSurface8Impl_GetContainer(LPDIRECT3DSURFACE8 iface, REFIID riid, void** ppContainer) {
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
HRESULT res;
|
|
res = IUnknown_QueryInterface(This->Container, riid, ppContainer);
|
|
if (E_NOINTERFACE == res) {
|
|
/**
|
|
* If the surface is created using CreateImageSurface, CreateRenderTarget,
|
|
* or CreateDepthStencilSurface, the surface is considered stand alone. In this case,
|
|
* GetContainer will return the Direct3D device used to create the surface.
|
|
*/
|
|
res = IUnknown_QueryInterface(This->Container, &IID_IDirect3DDevice8, ppContainer);
|
|
}
|
|
TRACE("(%p) : returning %p\n", This, *ppContainer);
|
|
return res;
|
|
}
|
|
HRESULT WINAPI IDirect3DSurface8Impl_GetDesc(LPDIRECT3DSURFACE8 iface, D3DSURFACE_DESC *pDesc) {
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
|
|
TRACE("(%p) : copying into %p\n", This, pDesc);
|
|
memcpy(pDesc, &This->myDesc, sizeof(D3DSURFACE_DESC));
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKED_RECT* pLockedRect, CONST RECT* pRect, DWORD Flags) {
|
|
HRESULT hr;
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
|
|
/* fixme: should we really lock as such? */
|
|
|
|
if (FALSE == This->lockable) {
|
|
ERR("trying to lock unlockable surf@%p\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
|
|
if (This == This->Device->backBuffer) {
|
|
TRACE("(%p, backBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
|
|
} else if (This == This->Device->frontBuffer) {
|
|
TRACE("(%p, frontBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
|
|
} else if (This == This->Device->depthStencilBuffer) {
|
|
TRACE("(%p, stencilBuffer) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
|
|
}
|
|
} else {
|
|
TRACE("(%p) : rect@%p flags(%08lx), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->allocatedMemory);
|
|
}
|
|
|
|
pLockedRect->Pitch = This->bytesPerPixel * This->myDesc.Width; /* Bytes / row */
|
|
|
|
if (!pRect) {
|
|
pLockedRect->pBits = This->allocatedMemory;
|
|
This->lockedRect.left = 0;
|
|
This->lockedRect.top = 0;
|
|
This->lockedRect.right = This->myDesc.Width;
|
|
This->lockedRect.bottom = This->myDesc.Height;
|
|
} else {
|
|
TRACE("Lock Rect (%p) = l %ld, t %ld, r %ld, b %ld\n", pRect, pRect->left, pRect->top, pRect->right, pRect->bottom);
|
|
pLockedRect->pBits = This->allocatedMemory + (pLockedRect->Pitch * pRect->top) + (pRect->left * This->bytesPerPixel);
|
|
This->lockedRect.left = pRect->left;
|
|
This->lockedRect.top = pRect->top;
|
|
This->lockedRect.right = pRect->right;
|
|
This->lockedRect.bottom = pRect->bottom;
|
|
}
|
|
|
|
|
|
if (0 == This->myDesc.Usage) { /* classic surface */
|
|
|
|
/* Nothing to do ;) */
|
|
|
|
} else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
|
|
|
|
if (This == This->Device->backBuffer || This == This->Device->frontBuffer) {
|
|
GLint prev_store;
|
|
GLenum prev_read;
|
|
|
|
ENTER_GL();
|
|
|
|
/**
|
|
* for render->surface copy begin to begin of allocatedMemory
|
|
* unlock can be more easy
|
|
*/
|
|
pLockedRect->pBits = This->allocatedMemory;
|
|
|
|
glFlush();
|
|
vcheckGLcall("glFlush");
|
|
glGetIntegerv(GL_READ_BUFFER, &prev_read);
|
|
vcheckGLcall("glIntegerv");
|
|
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
|
|
vcheckGLcall("glIntegerv");
|
|
|
|
if (This == This->Device->backBuffer) {
|
|
glReadBuffer(GL_BACK);
|
|
} else if (This == This->Device->frontBuffer) {
|
|
glReadBuffer(GL_FRONT);
|
|
}
|
|
vcheckGLcall("glReadBuffer");
|
|
|
|
/** TODO: use an enhanced version of fmt2glintFmt here instad this switch */
|
|
#if 0
|
|
switch (This->myDesc.Format) {
|
|
case D3DFMT_R5G6B5:
|
|
{
|
|
/*
|
|
glReadPixels(This->lockedRect.left, This->lockedRect.top,
|
|
This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
|
|
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pLockedRect->pBits);
|
|
vcheckGLcall("glReadPixels");
|
|
*/
|
|
long j;
|
|
for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
|
|
glReadPixels(This->lockedRect.left,
|
|
This->lockedRect.bottom - j - 1,
|
|
This->lockedRect.right - This->lockedRect.left,
|
|
1,
|
|
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pLockedRect->pBits);
|
|
vcheckGLcall("glReadPixels");
|
|
}
|
|
}
|
|
break;
|
|
case D3DFMT_R8G8B8:
|
|
{
|
|
/*
|
|
glReadPixels(This->lockedRect.left, This->lockedRect.top,
|
|
This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
|
|
GL_RGB, GL_UNSIGNED_BYTE, pLockedRect->pBits);
|
|
vcheckGLcall("glReadPixels");
|
|
*/
|
|
long j;
|
|
for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
|
|
glReadPixels(This->lockedRect.left,
|
|
This->lockedRect.bottom - j - 1,
|
|
This->lockedRect.right - This->lockedRect.left,
|
|
1,
|
|
GL_RGB, GL_UNSIGNED_BYTE, pLockedRect->pBits);
|
|
vcheckGLcall("glReadPixels");
|
|
}
|
|
}
|
|
break;
|
|
case D3DFMT_A8R8G8B8:
|
|
{
|
|
/*
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
|
|
vcheckGLcall("glPixelStorei");
|
|
glReadPixels(This->lockedRect.left, This->lockedRect.top,
|
|
This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
|
|
GL_BGRA, GL_UNSIGNED_BYTE, pLockedRect->pBits);
|
|
vcheckGLcall("glReadPixels");
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
|
|
vcheckGLcall("glPixelStorei");
|
|
*/
|
|
long j;
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
|
|
vcheckGLcall("glPixelStorei");
|
|
for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
|
|
glReadPixels(This->lockedRect.left,
|
|
This->lockedRect.bottom - j - 1,
|
|
This->lockedRect.right - This->lockedRect.left,
|
|
1,
|
|
GL_BGRA, GL_UNSIGNED_BYTE, pLockedRect->pBits);
|
|
vcheckGLcall("glReadPixels");
|
|
}
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
|
|
vcheckGLcall("glPixelStorei");
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format);
|
|
}
|
|
#endif
|
|
|
|
{
|
|
long j;
|
|
for (j = This->lockedRect.top; j < This->lockedRect.bottom - This->lockedRect.top; ++j) {
|
|
glReadPixels(This->lockedRect.left,
|
|
This->lockedRect.bottom - j - 1,
|
|
This->lockedRect.right - This->lockedRect.left,
|
|
1,
|
|
fmt2glFmt(This->myDesc.Format), fmt2glType(This->myDesc.Format), pLockedRect->pBits);
|
|
vcheckGLcall("glReadPixels");
|
|
}
|
|
}
|
|
|
|
glReadBuffer(prev_read);
|
|
vcheckGLcall("glReadBuffer");
|
|
LEAVE_GL();
|
|
} else {
|
|
FIXME("unsupported locking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
|
|
}
|
|
|
|
} else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
|
|
|
|
FIXME("TODO stencil depth surface locking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
|
|
|
|
} else {
|
|
FIXME("unsupported locking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
|
|
}
|
|
|
|
if (Flags & (D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_READONLY)) {
|
|
/* Dont dirtify */
|
|
} else {
|
|
/**
|
|
* Dirtify on lock
|
|
* as seen in msdn docs
|
|
*/
|
|
This->Dirty = TRUE;
|
|
/** Dirtify Container if needed */
|
|
if (NULL != This->Container) {
|
|
IDirect3DBaseTexture8* cont = NULL;
|
|
hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont);
|
|
|
|
if (SUCCEEDED(hr) && NULL != cont) {
|
|
/* Now setup the texture appropraitly */
|
|
D3DRESOURCETYPE containerType = IDirect3DBaseTexture8Impl_GetType(cont);
|
|
if (containerType == D3DRTYPE_TEXTURE) {
|
|
IDirect3DTexture8Impl* pTexture = (IDirect3DTexture8Impl*) cont;
|
|
pTexture->Dirty = TRUE;
|
|
} else if (containerType == D3DRTYPE_CUBETEXTURE) {
|
|
IDirect3DCubeTexture8Impl* pTexture = (IDirect3DCubeTexture8Impl*) cont;
|
|
pTexture->Dirty = TRUE;
|
|
} else {
|
|
FIXME("Set dirty on container type %d\n", containerType);
|
|
}
|
|
IDirect3DBaseTexture8_Release(cont);
|
|
cont = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
TRACE("returning memory@%p, pitch(%d) dirtyfied(%d)\n", pLockedRect->pBits, pLockedRect->Pitch, This->Dirty);
|
|
|
|
This->locked = TRUE;
|
|
return D3D_OK;
|
|
}
|
|
HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
|
|
ICOM_THIS(IDirect3DSurface8Impl,iface);
|
|
|
|
if (FALSE == This->locked) {
|
|
ERR("trying to lock unlocked surf@%p\n", This);
|
|
return D3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This->Device->depthStencilBuffer) {
|
|
if (This == This->Device->backBuffer) {
|
|
TRACE("(%p, backBuffer) : dirtyfied(%d)\n", This, This->Dirty);
|
|
} else if (This == This->Device->frontBuffer) {
|
|
TRACE("(%p, frontBuffer) : dirtyfied(%d)\n", This, This->Dirty);
|
|
} else if (This == This->Device->depthStencilBuffer) {
|
|
TRACE("(%p, stencilBuffer) : dirtyfied(%d)\n", This, This->Dirty);
|
|
}
|
|
} else {
|
|
TRACE("(%p) : dirtyfied(%d)\n", This, This->Dirty);
|
|
}
|
|
/*TRACE("(%p) see if behavior is correct\n", This);*/
|
|
|
|
if (FALSE == This->Dirty) {
|
|
TRACE("(%p) : Not Dirtified so nothing to do, return now\n", This);
|
|
goto unlock_end;
|
|
}
|
|
|
|
if (0 == This->myDesc.Usage) { /* classic surface */
|
|
#if 0
|
|
if (This->Container) {
|
|
HRESULT hr;
|
|
IDirect3DBaseTexture8* cont = NULL;
|
|
hr = IUnknown_QueryInterface(This->Container, &IID_IDirect3DBaseTexture8, (void**) &cont);
|
|
|
|
if (SUCCEEDED(hr) && NULL != cont) {
|
|
/* Now setup the texture appropraitly */
|
|
int containerType = IDirect3DBaseTexture8Impl_GetType(cont);
|
|
if (containerType == D3DRTYPE_TEXTURE) {
|
|
IDirect3DTexture8Impl *pTexture = (IDirect3DTexture8Impl *)cont;
|
|
pTexture->Dirty = TRUE;
|
|
} else if (containerType == D3DRTYPE_CUBETEXTURE) {
|
|
IDirect3DCubeTexture8Impl *pTexture = (IDirect3DCubeTexture8Impl *)cont;
|
|
pTexture->Dirty = TRUE;
|
|
} else {
|
|
FIXME("Set dirty on container type %d\n", containerType);
|
|
}
|
|
IDirect3DBaseTexture8_Release(cont);
|
|
cont = NULL;
|
|
}
|
|
}
|
|
#endif
|
|
} else if (D3DUSAGE_RENDERTARGET & This->myDesc.Usage) { /* render surfaces */
|
|
|
|
if (This == This->Device->backBuffer || This == This->Device->frontBuffer) {
|
|
GLint prev_store;
|
|
GLenum prev_draw;
|
|
GLint prev_rasterpos[4];
|
|
|
|
ENTER_GL();
|
|
|
|
glFlush();
|
|
vcheckGLcall("glFlush");
|
|
glGetIntegerv(GL_DRAW_BUFFER, &prev_draw);
|
|
vcheckGLcall("glIntegerv");
|
|
glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
|
|
vcheckGLcall("glIntegerv");
|
|
glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
|
|
vcheckGLcall("glIntegerv");
|
|
|
|
if (This == This->Device->backBuffer) {
|
|
glDrawBuffer(GL_BACK);
|
|
} else if (This == This->Device->frontBuffer) {
|
|
glDrawBuffer(GL_FRONT);
|
|
}
|
|
vcheckGLcall("glDrawBuffer");
|
|
|
|
glRasterPos2i(This->lockedRect.left, This->lockedRect.top);
|
|
vcheckGLcall("glRasterPos2f");
|
|
switch (This->myDesc.Format) {
|
|
case D3DFMT_R5G6B5:
|
|
{
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
|
|
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, This->allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
}
|
|
break;
|
|
case D3DFMT_R8G8B8:
|
|
{
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
|
|
GL_RGB, GL_UNSIGNED_BYTE, This->allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
}
|
|
break;
|
|
case D3DFMT_A8R8G8B8:
|
|
{
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, TRUE);
|
|
vcheckGLcall("glPixelStorei");
|
|
glDrawPixels(This->lockedRect.right - This->lockedRect.left, This->lockedRect.bottom - This->lockedRect.top,
|
|
GL_BGRA, GL_UNSIGNED_BYTE, This->allocatedMemory);
|
|
vcheckGLcall("glDrawPixels");
|
|
glPixelStorei(GL_PACK_SWAP_BYTES, prev_store);
|
|
vcheckGLcall("glPixelStorei");
|
|
}
|
|
break;
|
|
default:
|
|
FIXME("Unsupported Format %u in locking func\n", This->myDesc.Format);
|
|
}
|
|
|
|
glDrawBuffer(prev_draw);
|
|
vcheckGLcall("glDrawBuffer");
|
|
glRasterPos3iv(&prev_rasterpos[0]);
|
|
vcheckGLcall("glRasterPos3iv");
|
|
LEAVE_GL();
|
|
} else {
|
|
FIXME("unsupported unlocking to Rendering surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
|
|
}
|
|
|
|
} else if (D3DUSAGE_DEPTHSTENCIL & This->myDesc.Usage) { /* stencil surfaces */
|
|
|
|
if (This == This->Device->depthStencilBuffer) {
|
|
FIXME("TODO stencil depth surface unlocking surf@%p usage(%lu)\n", This, This->myDesc.Usage);
|
|
} else {
|
|
FIXME("unsupported unlocking to StencilDepth surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
|
|
}
|
|
|
|
} else {
|
|
FIXME("unsupported unlocking to surface surf@%p usage(%lu)\n", This, This->myDesc.Usage);
|
|
}
|
|
|
|
unlock_end:
|
|
This->locked = FALSE;
|
|
return D3D_OK;
|
|
}
|
|
|
|
|
|
ICOM_VTABLE(IDirect3DSurface8) Direct3DSurface8_Vtbl =
|
|
{
|
|
ICOM_MSVTABLE_COMPAT_DummyRTTIVALUE
|
|
IDirect3DSurface8Impl_QueryInterface,
|
|
IDirect3DSurface8Impl_AddRef,
|
|
IDirect3DSurface8Impl_Release,
|
|
IDirect3DSurface8Impl_GetDevice,
|
|
IDirect3DSurface8Impl_SetPrivateData,
|
|
IDirect3DSurface8Impl_GetPrivateData,
|
|
IDirect3DSurface8Impl_FreePrivateData,
|
|
IDirect3DSurface8Impl_GetContainer,
|
|
IDirect3DSurface8Impl_GetDesc,
|
|
IDirect3DSurface8Impl_LockRect,
|
|
IDirect3DSurface8Impl_UnlockRect,
|
|
};
|