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wine
wine-cw
Commits
270afeb5
Commit
270afeb5
authored
Mar 06, 2006
by
Stefan Dösinger
Committed by
Alexandre Julliard
Mar 07, 2006
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Plain Diff
wined3d: Define D3D usage flags in wined3d_types.h.
parent
2f0c7819
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Inline
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Showing
5 changed files
with
44 additions
and
32 deletions
+44
-32
basetexture.c
dlls/wined3d/basetexture.c
+2
-2
device.c
dlls/wined3d/device.c
+11
-11
surface.c
dlls/wined3d/surface.c
+8
-8
utils.c
dlls/wined3d/utils.c
+11
-11
wined3d_types.h
include/wine/wined3d_types.h
+12
-0
No files found.
dlls/wined3d/basetexture.c
View file @
270afeb5
...
...
@@ -187,7 +187,7 @@ DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
HRESULT
WINAPI
IWineD3DBaseTextureImpl_SetAutoGenFilterType
(
IWineD3DBaseTexture
*
iface
,
D3DTEXTUREFILTERTYPE
FilterType
)
{
IWineD3DBaseTextureImpl
*
This
=
(
IWineD3DBaseTextureImpl
*
)
iface
;
if
(
!
(
This
->
baseTexture
.
usage
&
D3DUSAGE_AUTOGENMIPMAP
))
{
if
(
!
(
This
->
baseTexture
.
usage
&
WINE
D3DUSAGE_AUTOGENMIPMAP
))
{
TRACE
(
"(%p) : returning invalid call
\n
"
,
This
);
return
D3DERR_INVALIDCALL
;
}
...
...
@@ -199,7 +199,7 @@ HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
D3DTEXTUREFILTERTYPE
WINAPI
IWineD3DBaseTextureImpl_GetAutoGenFilterType
(
IWineD3DBaseTexture
*
iface
)
{
IWineD3DBaseTextureImpl
*
This
=
(
IWineD3DBaseTextureImpl
*
)
iface
;
FIXME
(
"(%p) : stub
\n
"
,
This
);
if
(
!
(
This
->
baseTexture
.
usage
&
D3DUSAGE_AUTOGENMIPMAP
))
{
if
(
!
(
This
->
baseTexture
.
usage
&
WINE
D3DUSAGE_AUTOGENMIPMAP
))
{
return
D3DTEXF_NONE
;
}
return
This
->
baseTexture
.
filterType
;
...
...
dlls/wined3d/device.c
View file @
270afeb5
...
...
@@ -113,7 +113,7 @@ static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *ifac
#define D3DINITIALIZEBASETEXTURE(_basetexture) { \
_basetexture.levels = Levels; \
_basetexture.filterType = (Usage & D3DUSAGE_AUTOGENMIPMAP) ? D3DTEXF_LINEAR : D3DTEXF_NONE; \
_basetexture.filterType = (Usage &
WINE
D3DUSAGE_AUTOGENMIPMAP) ? D3DTEXF_LINEAR : D3DTEXF_NONE; \
_basetexture.LOD = 0; \
_basetexture.dirty = TRUE; \
}
...
...
@@ -785,13 +785,13 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Wid
if
(
Lockable
==
FALSE
)
FIXME
(
"Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
this is acceptable but unexpected (I can't know how the surface can be usable!)
\n
"
);
case
D3DPOOL_MANAGED
:
if
(
Usage
==
D3DUSAGE_DYNAMIC
)
FIXME
(
"Create surface called with a pool of MANAGED and a \
Usage of DYNAMIC which are mutually exclusive, not doing \
anything just telling you.
\n
"
);
if
(
Usage
==
WINE
D3DUSAGE_DYNAMIC
)
FIXME
(
"Create surface called with a pool of MANAGED and a \
Usage of DYNAMIC which are mutually exclusive, not doing \
anything just telling you.
\n
"
);
break
;
case
D3DPOOL_DEFAULT
:
/*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
if
(
!
(
Usage
&
D3DUSAGE_DYNAMIC
)
&&
!
(
Usage
&
D3DUSAGE_RENDERTARGET
)
&&
!
(
Usage
&&
D3DUSAGE_DEPTHSTENCIL
)
&&
Lockable
==
TRUE
)
if
(
!
(
Usage
&
WINED3DUSAGE_DYNAMIC
)
&&
!
(
Usage
&
WINE
D3DUSAGE_RENDERTARGET
)
&&
!
(
Usage
&&
WINE
D3DUSAGE_DEPTHSTENCIL
)
&&
Lockable
==
TRUE
)
FIXME
(
"Creating a surface with a POOL of DEFAULT with Locable true, that doesn't specify DYNAMIC usage.
\n
"
);
break
;
default:
...
...
@@ -799,7 +799,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Wid
break
;
};
if
(
Usage
&
D3DUSAGE_RENDERTARGET
&&
Pool
!=
D3DPOOL_DEFAULT
)
{
if
(
Usage
&
WINE
D3DUSAGE_RENDERTARGET
&&
Pool
!=
D3DPOOL_DEFAULT
)
{
FIXME
(
"Trying to create a render target that isn't in the default pool
\n
"
);
}
...
...
@@ -5836,7 +5836,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurfa
/* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
if
(
D3D_OK
==
IWineD3DSurface_GetContainer
(
pSurface
,
&
IID_IWineD3DSwapChain
,
(
void
**
)
&
container
)
||
pSurface
==
This
->
renderTarget
)
{
if
(
D3DUSAGE_RENDERTARGET
&
surface
->
resource
.
usage
)
{
if
(
WINE
D3DUSAGE_RENDERTARGET
&
surface
->
resource
.
usage
)
{
/* TODO: make sure we set everything back to the way it was, and context management!
glGetIntegerv(GL_READ_BUFFER, &prev_read);
vcheckGLcall("glIntegerv");
...
...
@@ -5850,7 +5850,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurfa
glDrawBuffer
(
GL_BACK
);
}
}
else
{
if
(
D3DUSAGE_DEPTHSTENCIL
&
surface
->
resource
.
usage
)
{
if
(
WINE
D3DUSAGE_DEPTHSTENCIL
&
surface
->
resource
.
usage
)
{
FIXME
(
"colouring of depth_stencil? %p buffers is not yet supported? %ld
\n
"
,
surface
,
surface
->
resource
.
usage
);
}
else
{
FIXME
(
"(%p) : Regression %ld %p %p
\n
"
,
This
,
surface
->
resource
.
usage
,
pSurface
,
This
->
renderTarget
);
...
...
@@ -5977,8 +5977,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD R
return
D3DERR_INVALIDCALL
;
}
/* TODO: replace Impl* usage with interface usage */
if
(
!
((
IWineD3DSurfaceImpl
*
)
pRenderTarget
)
->
resource
.
usage
&
D3DUSAGE_RENDERTARGET
)
{
FIXME
(
"(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of D3DUSAGE_RENDERTARGET
\n
"
,
This
,
pRenderTarget
);
if
(
!
((
IWineD3DSurfaceImpl
*
)
pRenderTarget
)
->
resource
.
usage
&
WINE
D3DUSAGE_RENDERTARGET
)
{
FIXME
(
"(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of
WINE
D3DUSAGE_RENDERTARGET
\n
"
,
This
,
pRenderTarget
);
return
D3DERR_INVALIDCALL
;
}
/** TODO: check that the depth stencil format matches the render target, this is only done in debug
...
...
dlls/wined3d/surface.c
View file @
270afeb5
...
...
@@ -285,7 +285,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
/*return D3DERR_INVALIDCALL; */
}
if
(
This
->
resource
.
usage
&
D3DUSAGE_RENDERTARGET
)
{
if
(
This
->
resource
.
usage
&
WINE
D3DUSAGE_RENDERTARGET
)
{
IWineD3DSurface_GetContainer
(
iface
,
&
IID_IWineD3DSwapChain
,
(
void
**
)
&
swapchain
);
if
(
swapchain
!=
NULL
||
iface
==
myDevice
->
renderTarget
||
iface
==
myDevice
->
depthStencilBuffer
)
{
...
...
@@ -317,7 +317,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
This
->
resource
.
format
==
WINED3DFMT_DXT4
||
This
->
resource
.
format
==
WINED3DFMT_DXT5
)
/* DXT2/3/4/5 is 16 bytes per block */
pLockedRect
->
Pitch
=
(
This
->
currentDesc
.
Width
>>
2
)
<<
4
;
else
{
if
(
NP2_REPACK
==
wined3d_settings
.
nonpower2_mode
||
This
->
resource
.
usage
&
D3DUSAGE_RENDERTARGET
)
{
if
(
NP2_REPACK
==
wined3d_settings
.
nonpower2_mode
||
This
->
resource
.
usage
&
WINE
D3DUSAGE_RENDERTARGET
)
{
/* Front and back buffers are always lockes/unlocked on currentDesc.Width */
pLockedRect
->
Pitch
=
This
->
bytesPerPixel
*
This
->
currentDesc
.
Width
;
/* Bytes / row */
}
else
{
...
...
@@ -350,7 +350,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
TRACE
(
"Locking non-power 2 texture
\n
"
);
}
if
(
0
==
This
->
resource
.
usage
||
This
->
resource
.
usage
&
D3DUSAGE_DYNAMIC
)
{
if
(
0
==
This
->
resource
.
usage
||
This
->
resource
.
usage
&
WINE
D3DUSAGE_DYNAMIC
)
{
/* classic surface TODO: non 2d surfaces?
These resources may be POOL_SYSTEMMEM, so they must not access the device */
TRACE
(
"locking an ordinarary surface
\n
"
);
...
...
@@ -469,7 +469,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
}
}
}
else
if
(
D3DUSAGE_RENDERTARGET
&
This
->
resource
.
usage
&&
!
(
Flags
&
D3DLOCK_DISCARD
))
{
/* render surfaces */
}
else
if
(
WINE
D3DUSAGE_RENDERTARGET
&
This
->
resource
.
usage
&&
!
(
Flags
&
D3DLOCK_DISCARD
))
{
/* render surfaces */
GLint
prev_store
;
GLint
prev_read
;
...
...
@@ -611,7 +611,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, D3DLOCKED_RE
}
LEAVE_GL
();
}
else
if
(
D3DUSAGE_DEPTHSTENCIL
&
This
->
resource
.
usage
)
{
/* stencil surfaces */
}
else
if
(
WINE
D3DUSAGE_DEPTHSTENCIL
&
This
->
resource
.
usage
)
{
/* stencil surfaces */
if
(
!
messages
&
1
)
{
FIXME
(
"TODO stencil depth surface locking surf%p usage(%lu)
\n
"
,
This
,
This
->
resource
.
usage
);
...
...
@@ -669,7 +669,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
return
D3DERR_INVALIDCALL
;
}
if
(
D3DUSAGE_RENDERTARGET
&
This
->
resource
.
usage
)
{
if
(
WINE
D3DUSAGE_RENDERTARGET
&
This
->
resource
.
usage
)
{
IWineD3DSurface_GetContainer
(
iface
,
&
IID_IWineD3DSwapChain
,
(
void
**
)
&
swapchain
);
if
((
swapchain
!=
NULL
)
&&
iface
==
swapchain
->
backBuffer
)
{
...
...
@@ -699,7 +699,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
* nothing to do
* waiting to reload the surface via IDirect3DDevice8::UpdateTexture
*/
}
else
if
(
D3DUSAGE_RENDERTARGET
&
This
->
resource
.
usage
)
{
/* render surfaces */
}
else
if
(
WINE
D3DUSAGE_RENDERTARGET
&
This
->
resource
.
usage
)
{
/* render surfaces */
/****************************
* TODO: Render targets are 'special' and
...
...
@@ -897,7 +897,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
}
IWineD3DSwapChain_Release
((
IWineD3DSwapChain
*
)
implSwapChain
);
}
else
if
(
D3DUSAGE_DEPTHSTENCIL
&
This
->
resource
.
usage
)
{
/* stencil surfaces */
}
else
if
(
WINE
D3DUSAGE_DEPTHSTENCIL
&
This
->
resource
.
usage
)
{
/* stencil surfaces */
if
(
iface
==
myDevice
->
depthStencilBuffer
)
{
FIXME
(
"TODO stencil depth surface unlocking surf@%p usage(%lu)
\n
"
,
This
,
This
->
resource
.
usage
);
...
...
dlls/wined3d/utils.c
View file @
270afeb5
...
...
@@ -112,17 +112,17 @@ const char* debug_d3ddevicetype(D3DDEVTYPE devtype) {
const
char
*
debug_d3dusage
(
DWORD
usage
)
{
switch
(
usage
)
{
#define D3DUSAGE_TO_STR(u) case u: return #u
D3DUSAGE_TO_STR
(
D3DUSAGE_RENDERTARGET
);
D3DUSAGE_TO_STR
(
D3DUSAGE_DEPTHSTENCIL
);
D3DUSAGE_TO_STR
(
D3DUSAGE_WRITEONLY
);
D3DUSAGE_TO_STR
(
D3DUSAGE_SOFTWAREPROCESSING
);
D3DUSAGE_TO_STR
(
D3DUSAGE_DONOTCLIP
);
D3DUSAGE_TO_STR
(
D3DUSAGE_POINTS
);
D3DUSAGE_TO_STR
(
D3DUSAGE_RTPATCHES
);
D3DUSAGE_TO_STR
(
D3DUSAGE_NPATCHES
);
D3DUSAGE_TO_STR
(
D3DUSAGE_DYNAMIC
);
#undef D3DUSAGE_TO_STR
#define
WINE
D3DUSAGE_TO_STR(u) case u: return #u
WINED3DUSAGE_TO_STR
(
WINE
D3DUSAGE_RENDERTARGET
);
WINED3DUSAGE_TO_STR
(
WINE
D3DUSAGE_DEPTHSTENCIL
);
WINED3DUSAGE_TO_STR
(
WINE
D3DUSAGE_WRITEONLY
);
WINED3DUSAGE_TO_STR
(
WINE
D3DUSAGE_SOFTWAREPROCESSING
);
WINED3DUSAGE_TO_STR
(
WINE
D3DUSAGE_DONOTCLIP
);
WINED3DUSAGE_TO_STR
(
WINE
D3DUSAGE_POINTS
);
WINED3DUSAGE_TO_STR
(
WINE
D3DUSAGE_RTPATCHES
);
WINED3DUSAGE_TO_STR
(
WINE
D3DUSAGE_NPATCHES
);
WINED3DUSAGE_TO_STR
(
WINE
D3DUSAGE_DYNAMIC
);
#undef
WINE
D3DUSAGE_TO_STR
case
0
:
return
"none"
;
default:
FIXME
(
"Unrecognized %lu Usage!
\n
"
,
usage
);
...
...
include/wine/wined3d_types.h
View file @
270afeb5
...
...
@@ -772,6 +772,18 @@ typedef enum _WINED3DDECLUSAGE {
WINED3DSHADERDECLUSAGE_MAX_USAGE
}
WINED3DSHADERDECLUSAGE
;
#define WINED3DUSAGE_RENDERTARGET 0x00000001L
#define WINED3DUSAGE_DEPTHSTENCIL 0x00000002L
#define WINED3DUSAGE_WRITEONLY 0x00000008L
#define WINED3DUSAGE_SOFTWAREPROCESSING 0x00000010L
#define WINED3DUSAGE_DONOTCLIP 0x00000020L
#define WINED3DUSAGE_POINTS 0x00000040L
#define WINED3DUSAGE_RTPATCHES 0x00000080L
#define WINED3DUSAGE_NPATCHES 0x00000100L
#define WINED3DUSAGE_DYNAMIC 0x00000200L
#define WINED3DUSAGE_AUTOGENMIPMAP 0x00000400L
#define WINED3DUSAGE_DMAP 0x00004000L
#define WINED3DPRASTERCAPS_DITHER 0x00000001L
#define WINED3DPRASTERCAPS_ROP2 0x00000002L
#define WINED3DPRASTERCAPS_XOR 0x00000004L
...
...
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