Commit 511f9dfb authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Clean up SetMem.

parent 24564915
......@@ -2540,12 +2540,6 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORM
HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
/* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
ERR("Not supported on render targets\n");
return WINED3DERR_INVALIDCALL;
}
if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
WARN("Surface is locked or the HDC is in use\n");
return WINED3DERR_INVALIDCALL;
......
......@@ -1569,6 +1569,53 @@ HRESULT WINAPI IWineGDISurfaceImpl_AddDirtyRect(IWineD3DSurface *iface, CONST RE
return WINED3D_OK;
}
HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
/* Render targets depend on their hdc, and we can't create an hdc on a user pointer */
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
ERR("Not supported on render targets\n");
return WINED3DERR_INVALIDCALL;
}
if(This->Flags & (SFLAG_LOCKED | SFLAG_DCINUSE)) {
WARN("Surface is locked or the HDC is in use\n");
return WINED3DERR_INVALIDCALL;
}
if(Mem && Mem != This->resource.allocatedMemory) {
void *release = NULL;
/* Do I have to copy the old surface content? */
if(This->Flags & SFLAG_DIBSECTION) {
/* Release the DC. No need to hold the critical section for the update
* Thread because this thread runs only on front buffers, but this method
* fails for render targets in the check above.
*/
SelectObject(This->hDC, This->dib.holdbitmap);
DeleteDC(This->hDC);
/* Release the DIB section */
DeleteObject(This->dib.DIBsection);
This->dib.bitmap_data = NULL;
This->resource.allocatedMemory = NULL;
This->hDC = NULL;
This->Flags &= ~SFLAG_DIBSECTION;
} else if(!(This->Flags & SFLAG_USERPTR)) {
release = This->resource.allocatedMemory;
}
This->resource.allocatedMemory = Mem;
This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
/* Now free the old memory if any */
HeapFree(GetProcessHeap(), 0, release);
} else if(This->Flags & SFLAG_USERPTR) {
/* Lockrect and GetDC will re-create the dib section and allocated memory */
This->resource.allocatedMemory = NULL;
This->Flags &= ~SFLAG_USERPTR;
}
return WINED3D_OK;
}
/* FIXME: This vtable should not use any IWineD3DSurface* implementation functions,
* only IWineD3DBaseSurface and IWineGDISurface ones.
*/
......@@ -1607,7 +1654,7 @@ const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
IWineD3DBaseSurfaceImpl_RealizePalette,
IWineD3DBaseSurfaceImpl_SetColorKey,
IWineD3DBaseSurfaceImpl_GetPitch,
IWineD3DSurfaceImpl_SetMem,
IWineGDISurfaceImpl_SetMem,
IWineD3DBaseSurfaceImpl_SetOverlayPosition,
IWineD3DBaseSurfaceImpl_GetOverlayPosition,
IWineD3DBaseSurfaceImpl_UpdateOverlayZOrder,
......
......@@ -1171,12 +1171,10 @@ HRESULT WINAPI IWineD3DBaseSurfaceImpl_GetClipper(IWineD3DSurface *iface, IWineD
HRESULT WINAPI IWineD3DBaseSurfaceImpl_SetFormat(IWineD3DSurface *iface, WINED3DFORMAT format);
ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface);
void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DSurfaceImpl_SetPixelFormat(IWineD3DSurface *iface, WINED3DFORMAT Format, BYTE *Surface, DWORD Size);
const void *WINAPI IWineD3DSurfaceImpl_GetData(IWineD3DSurface *iface);
HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC);
HRESULT WINAPI IWineD3DSurfaceImpl_ReleaseDC(IWineD3DSurface *iface, HDC hDC);
HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *Mem);
HRESULT WINAPI IWineGDISurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, WINEDDBLTFX *DDBltFx, WINED3DTEXTUREFILTERTYPE Filter);
HRESULT WINAPI IWineGDISurfaceImpl_BltFast(IWineD3DSurface *iface, DWORD dstx, DWORD dsty, IWineD3DSurface *Source, RECT *rsrc, DWORD trans);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment