mirror of
https://github.com/reactos/wine.git
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410 lines
17 KiB
C
410 lines
17 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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* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
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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_texture);
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#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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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_IWineD3DCubeTexture)) {
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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 resource_get_device((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 resource_set_private_data((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 resource_get_private_data((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 resource_free_private_data((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 resource_set_priority((IWineD3DResource *)iface, PriorityNew);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *iface) {
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return resource_get_priority((IWineD3DResource *)iface);
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}
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void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
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/* Override the IWineD3DResource Preload method */
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unsigned int i,j;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL srgb_mode;
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BOOL *dirty;
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switch(srgb) {
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case SRGB_RGB: srgb_mode = FALSE; break;
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case SRGB_BOTH: cubetexture_internal_preload(iface, SRGB_RGB);
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case SRGB_SRGB: srgb_mode = TRUE; break;
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/* DONTKNOW, and shut up the compiler */
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default: srgb_mode = This->baseTexture.is_srgb; break;
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}
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dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
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TRACE("(%p) : About to load texture: dirtified(%d)\n", This, *dirty);
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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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}
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if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
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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(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[j][i])) {
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TRACE("Reloading surface because the d3d8/9 palette was changed\n");
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/* TODO: This is not necessarily needed with hw palettized texture support */
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IWineD3DSurface_LoadLocation(This->surfaces[j][i], SFLAG_INSYSMEM, NULL);
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/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
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IWineD3DSurface_ModifyLocation(This->surfaces[j][i], SFLAG_INTEXTURE, FALSE);
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}
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}
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}
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}
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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 (*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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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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/* No longer dirty */
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*dirty = FALSE;
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return;
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}
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static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
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cubetexture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
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}
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static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
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unsigned int i, j;
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p)\n", This);
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/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
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* surface before, this one will be a NOP and vice versa. Unloading an unloaded
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* surface is fine
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*/
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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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IWineD3DSurface_UnLoad(This->surfaces[j][i]);
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surface_set_texture_name(This->surfaces[j][i], 0, TRUE);
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surface_set_texture_name(This->surfaces[j][i], 0, FALSE);
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}
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}
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basetexture_unload((IWineD3DBaseTexture *)iface);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
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return resource_get_type((IWineD3DResource *)iface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *iface, IUnknown **pParent) {
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return resource_get_parent((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 basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
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return basetexture_get_lod((IWineD3DBaseTexture *)iface);
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}
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static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
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return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
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return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
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}
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static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
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return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
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}
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static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
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basetexture_generate_mipmaps((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 basetexture_set_dirty((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 basetexture_get_dirty((IWineD3DBaseTexture *)iface);
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}
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static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface, BOOL srgb) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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BOOL set_gl_texture_desc;
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HRESULT hr;
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TRACE("(%p) : relay to BaseTexture\n", This);
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hr = basetexture_bind((IWineD3DBaseTexture *)iface, srgb, &set_gl_texture_desc);
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if (set_gl_texture_desc && SUCCEEDED(hr)) {
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UINT i, j;
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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(This->baseTexture.is_srgb) {
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surface_set_texture_name(This->surfaces[j][i], This->baseTexture.srgbTextureName, TRUE);
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} else {
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surface_set_texture_name(This->surfaces[j][i], This->baseTexture.textureName, FALSE);
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}
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}
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}
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}
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return hr;
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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 BOOL WINAPI IWineD3DCubeTextureImpl_IsCondNP2(IWineD3DCubeTexture *iface) {
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IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
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TRACE("(%p)\n", This);
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return FALSE;
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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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TRACE("(%p) : relay to BaseTexture\n", iface);
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basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
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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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unsigned 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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IWineD3DSurface *surface = This->surfaces[j][i];
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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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surface_set_texture_name(surface, 0, TRUE);
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surface_set_texture_name(surface, 0, FALSE);
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surface_set_texture_target(surface, 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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basetexture_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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WARN("(%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_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_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_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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This->baseTexture.srgbDirty = TRUE;
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TRACE("(%p) : dirtyfication of faceType(%d) Level (0)\n", This, FaceType);
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if (FaceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z) {
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surface_add_dirty_rect(This->surfaces[FaceType][0], pDirtyRect);
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hr = WINED3D_OK;
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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_UnLoad,
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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_GetTextureDimensions,
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IWineD3DCubeTextureImpl_IsCondNP2,
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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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