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自学教程:C++ surface_from_resource函数代码示例

51自学网 2021-06-03 08:33:40
  C++
这篇教程C++ surface_from_resource函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中surface_from_resource函数的典型用法代码示例。如果您正苦于以下问题:C++ surface_from_resource函数的具体用法?C++ surface_from_resource怎么用?C++ surface_from_resource使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了surface_from_resource函数的29个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: wined3d_swapchain_get_front_buffer_data

HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,        struct wined3d_texture *dst_texture, unsigned int sub_resource_idx){    struct wined3d_surface *src_surface, *dst_surface;    struct wined3d_resource *sub_resource;    RECT src_rect, dst_rect;    TRACE("swapchain %p, dst_texture %p, sub_resource_idx %u./n", swapchain, dst_texture, sub_resource_idx);    if (!(sub_resource = wined3d_texture_get_sub_resource(dst_texture, sub_resource_idx)) ||            sub_resource->type != WINED3D_RTYPE_SURFACE)        return WINED3DERR_INVALIDCALL;    dst_surface = surface_from_resource(sub_resource);    src_surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));    SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);    dst_rect = src_rect;    if (swapchain->desc.windowed)    {        MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);        FIXME("Using destination rect %s in windowed mode, this is likely wrong./n",                wine_dbgstr_rect(&dst_rect));    }    return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT);}
开发者ID:AlexSteel,项目名称:wine,代码行数:27,


示例2: texture2d_preload

/* Do not call while under the GL lock. */static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb){    UINT sub_count = texture->level_count * texture->layer_count;    struct wined3d_device *device = texture->resource.device;    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;    struct wined3d_context *context = NULL;    struct gl_texture *gl_tex;    BOOL srgb_mode;    UINT i;    TRACE("texture %p, srgb %#x./n", texture, srgb);    srgb_mode = texture_srgb_mode(texture, srgb);    gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);    if (!device->isInDraw)    {        /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE         * when loading offscreen render targets into the texture. */        context = context_acquire(device, NULL);    }    if (texture->resource.format->id == WINED3DFMT_P8_UINT            || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)    {        for (i = 0; i < sub_count; ++i)        {            struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);            if (palette9_changed(surface))            {                TRACE("Reloading surface %p because the d3d8/9 palette was changed./n", surface);                /* TODO: This is not necessarily needed with hw palettized texture support. */                surface_load_location(surface, SFLAG_INSYSMEM, NULL);                /* Make sure the texture is reloaded because of the palette                 * change, this kills performance though :( */                surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);            }        }    }    if (gl_tex->dirty)    {        /* Reload the surfaces if the texture is marked dirty. */        for (i = 0; i < sub_count; ++i)        {            surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);        }    }    else    {        TRACE("Texture %p not dirty, nothing to do./n", texture);    }    /* No longer dirty. */    gl_tex->dirty = FALSE;    if (context) context_release(context);}
开发者ID:carlosbislip,项目名称:wine,代码行数:60,


示例3: swapchain_gdi_present

static void swapchain_gdi_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,        const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags){    struct wined3d_surface *front, *back;    front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));    back = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));    /* Flip the DC. */    {        HDC tmp;        tmp = front->hDC;        front->hDC = back->hDC;        back->hDC = tmp;    }    /* Flip the DIBsection. */    {        HBITMAP tmp;        tmp = front->dib.DIBsection;        front->dib.DIBsection = back->dib.DIBsection;        back->dib.DIBsection = tmp;    }    /* Flip the surface data. */    {        void *tmp;        tmp = front->dib.bitmap_data;        front->dib.bitmap_data = back->dib.bitmap_data;        back->dib.bitmap_data = tmp;        if (front->resource.heap_memory)            ERR("GDI Surface %p has heap memory allocated./n", front);        if (back->resource.heap_memory)            ERR("GDI Surface %p has heap memory allocated./n", back);    }    /* FPS support */    if (TRACE_ON(fps))    {        static LONG prev_time, frames;        DWORD time = GetTickCount();        ++frames;        /* every 1.5 seconds */        if (time - prev_time > 1500)        {            TRACE_(fps)("@ approx %.2ffps/n", 1000.0 * frames / (time - prev_time));            prev_time = time;            frames = 0;        }    }    x11_copy_to_screen(swapchain, NULL);}
开发者ID:AlexSteel,项目名称:wine,代码行数:58,


示例4: texture_cleanup

static void texture_cleanup(IWineD3DBaseTextureImpl *This){    unsigned int i;    TRACE("(%p) : Cleaning up/n", This);    for (i = 0; i < This->baseTexture.level_count; ++i)    {        struct wined3d_resource *sub_resource = This->baseTexture.sub_resources[i];        if (sub_resource)        {            IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);            /* Clean out the texture name we gave to the surface so that the             * surface doesn't try and release it */            surface_set_texture_name(surface, 0, TRUE);            surface_set_texture_name(surface, 0, FALSE);            surface_set_texture_target(surface, 0);            surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);            IWineD3DSurface_Release((IWineD3DSurface *)surface);        }    }    TRACE("(%p) : Cleaning up base texture/n", This);    basetexture_cleanup((IWineD3DBaseTextureImpl *)This);}
开发者ID:dvdhoo,项目名称:wine,代码行数:27,


示例5: TRACE

static struct wined3d_context *swapchain_create_context(struct wined3d_swapchain *swapchain){    struct wined3d_context **newArray;    struct wined3d_context *ctx;    TRACE("Creating a new context for swapchain %p, thread %u./n", swapchain, GetCurrentThreadId());    if (!(ctx = context_create(swapchain,            surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),            swapchain->ds_format)))    {        ERR("Failed to create a new context for the swapchain/n");        return NULL;    }    context_release(ctx);    newArray = HeapAlloc(GetProcessHeap(), 0, sizeof(*newArray) * (swapchain->num_contexts + 1));    if(!newArray) {        ERR("Out of memory when trying to allocate a new context array/n");        context_destroy(swapchain->device, ctx);        return NULL;    }    memcpy(newArray, swapchain->context, sizeof(*newArray) * swapchain->num_contexts);    HeapFree(GetProcessHeap(), 0, swapchain->context);    newArray[swapchain->num_contexts] = ctx;    swapchain->context = newArray;    swapchain->num_contexts++;    TRACE("Returning context %p/n", ctx);    return ctx;}
开发者ID:AlexSteel,项目名称:wine,代码行数:31,


示例6: texture2d_sub_resource_cleanup

static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource){    struct wined3d_surface *surface = surface_from_resource(sub_resource);    surface_set_texture_target(surface, 0, 0);    surface_set_container(surface, NULL);    wined3d_surface_decref(surface);}
开发者ID:Dimillian,项目名称:wine,代码行数:8,


示例7: texture2d_sub_resource_add_dirty_region

static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,        const struct wined3d_box *dirty_region){    struct wined3d_surface *surface = surface_from_resource(sub_resource);    surface_prepare_map_memory(surface);    surface_load_location(surface, surface->resource.map_binding);    surface_invalidate_location(surface, ~surface->resource.map_binding);}
开发者ID:alexwgo,项目名称:wine,代码行数:9,


示例8: texture2d_bind

/* Context activation is done by the caller. */static HRESULT texture2d_bind(struct wined3d_texture *texture,        const struct wined3d_gl_info *gl_info, BOOL srgb){    BOOL set_gl_texture_desc;    HRESULT hr;    TRACE("texture %p, gl_info %p, srgb %#x./n", texture, gl_info, srgb);    hr = wined3d_texture_bind(texture, gl_info, srgb, &set_gl_texture_desc);    if (set_gl_texture_desc && SUCCEEDED(hr))    {        UINT sub_count = texture->level_count * texture->layer_count;        BOOL srgb_tex = !gl_info->supported[EXT_TEXTURE_SRGB_DECODE]                && (texture->flags & WINED3D_TEXTURE_IS_SRGB);        struct gl_texture *gl_tex;        UINT i;        gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_tex);        for (i = 0; i < sub_count; ++i)        {            struct wined3d_surface *surface = surface_from_resource(texture->sub_resources[i]);            surface_set_texture_name(surface, gl_tex->name, srgb_tex);        }        /* Conditinal non power of two textures use a different clamping         * default. If we're using the GL_WINE_normalized_texrect partial         * driver emulation, we're dealing with a GL_TEXTURE_2D texture which         * has the address mode set to repeat - something that prevents us         * from hitting the accelerated codepath. Thus manually set the GL         * state. The same applies to filtering. Even if the texture has only         * one mip level, the default LINEAR_MIPMAP_LINEAR filter causes a SW         * fallback on macos. */        if (texture->flags & WINED3D_TEXTURE_COND_NP2)        {            GLenum target = texture->target;            ENTER_GL();            glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);            checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)");            glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);            checkGLcall("glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)");            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);            checkGLcall("glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST)");            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);            checkGLcall("glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST)");            LEAVE_GL();            gl_tex->states[WINED3DTEXSTA_ADDRESSU]      = WINED3DTADDRESS_CLAMP;            gl_tex->states[WINED3DTEXSTA_ADDRESSV]      = WINED3DTADDRESS_CLAMP;            gl_tex->states[WINED3DTEXSTA_MAGFILTER]     = WINED3DTEXF_POINT;            gl_tex->states[WINED3DTEXSTA_MINFILTER]     = WINED3DTEXF_POINT;            gl_tex->states[WINED3DTEXSTA_MIPFILTER]     = WINED3DTEXF_NONE;        }    }    return hr;}
开发者ID:carlosbislip,项目名称:wine,代码行数:58,


示例9: texture2d_sub_resource_add_dirty_region

static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,        const struct wined3d_box *dirty_region){    struct wined3d_surface *surface = surface_from_resource(sub_resource);    struct wined3d_context *context;    context = context_acquire(surface->resource.device, NULL);    wined3d_resource_prepare_map_memory(&surface->resource, context);    wined3d_resource_load_location(&surface->resource, context, surface->resource.map_binding);    context_release(context);    wined3d_resource_invalidate_location(&surface->resource, ~surface->resource.map_binding);}
开发者ID:Dimillian,项目名称:wine,代码行数:12,


示例10: texture2d_sub_resource_cleanup

static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource){    struct wined3d_surface *surface = surface_from_resource(sub_resource);    /* Clean out the texture name we gave to the surface so that the     * surface doesn't try and release it. */    surface_set_texture_name(surface, 0, TRUE);    surface_set_texture_name(surface, 0, FALSE);    surface_set_texture_target(surface, 0, 0);    surface_set_container(surface, WINED3D_CONTAINER_NONE, NULL);    wined3d_surface_decref(surface);}
开发者ID:pombredanne,项目名称:wine,代码行数:12,


示例11: wined3d_palette_set_entries

HRESULT CDECL wined3d_palette_set_entries(struct wined3d_palette *palette,        DWORD flags, DWORD start, DWORD count, const PALETTEENTRY *entries){    struct wined3d_resource *resource;    TRACE("palette %p, flags %#x, start %u, count %u, entries %p./n",            palette, flags, start, count, entries);    TRACE("Palette flags: %#x./n", palette->flags);    if (palette->flags & WINEDDPCAPS_8BITENTRIES)    {        const BYTE *entry = (const BYTE *)entries;        unsigned int i;        for (i = start; i < count + start; ++i)            palette->palents[i].peRed = *entry++;    }    else    {        memcpy(palette->palents + start, entries, count * sizeof(*palette->palents));        /* When WINEDDCAPS_ALLOW256 isn't set we need to override entry 0 with black and 255 with white */        if (!(palette->flags & WINEDDPCAPS_ALLOW256))        {            TRACE("WINEDDPCAPS_ALLOW256 set, overriding palette entry 0 with black and 255 with white/n");            palette->palents[0].peRed = 0;            palette->palents[0].peGreen = 0;            palette->palents[0].peBlue = 0;            palette->palents[255].peRed = 255;            palette->palents[255].peGreen = 255;            palette->palents[255].peBlue = 255;        }        if (palette->hpal)            SetPaletteEntries(palette->hpal, start, count, palette->palents + start);    }    /* If the palette is attached to the render target, update all render targets */    LIST_FOR_EACH_ENTRY(resource, &palette->device->resources, struct wined3d_resource, resource_list_entry)    {        if (resource->type == WINED3D_RTYPE_SURFACE)        {            struct wined3d_surface *surface = surface_from_resource(resource);            if (surface->palette == palette)                surface->surface_ops->surface_realize_palette(surface);        }    }    return WINED3D_OK;}
开发者ID:klickverbot,项目名称:wine,代码行数:51,


示例12: x11_copy_to_screen

/* Helper function that blits the front buffer contents to the target window. */void x11_copy_to_screen(const struct wined3d_swapchain *swapchain, const RECT *rect){    struct wined3d_surface *front;    POINT offset = {0, 0};    HDC src_dc, dst_dc;    RECT draw_rect;    HWND window;    TRACE("swapchain %p, rect %s./n", swapchain, wine_dbgstr_rect(rect));    front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));    if (swapchain->palette)        wined3d_palette_apply_to_dc(swapchain->palette, front->hDC);    if (front->resource.map_count)        ERR("Trying to blit a mapped surface./n");    TRACE("Copying surface %p to screen./n", front);    surface_load_location(front, NULL, WINED3D_LOCATION_DIB);    src_dc = front->hDC;    window = swapchain->win_handle;    dst_dc = GetDCEx(window, 0, DCX_CLIPSIBLINGS | DCX_CACHE);    /* Front buffer coordinates are screen coordinates. Map them to the     * destination window if not fullscreened. */    if (swapchain->desc.windowed)        ClientToScreen(window, &offset);    TRACE("offset %s./n", wine_dbgstr_point(&offset));    draw_rect.left = 0;    draw_rect.right = front->resource.width;    draw_rect.top = 0;    draw_rect.bottom = front->resource.height;    if (rect)        IntersectRect(&draw_rect, &draw_rect, rect);    BitBlt(dst_dc, draw_rect.left - offset.x, draw_rect.top - offset.y,            draw_rect.right - draw_rect.left, draw_rect.bottom - draw_rect.top,            src_dc, draw_rect.left, draw_rect.top, SRCCOPY);    ReleaseDC(window, dst_dc);}
开发者ID:AlexSteel,项目名称:wine,代码行数:46,


示例13: texture_unload

/* Do not call while under the GL lock. */static void texture_unload(struct wined3d_resource *resource){    IWineD3DBaseTextureImpl *texture = basetexture_from_resource(resource);    unsigned int i;    TRACE("texture %p./n", texture);    for (i = 0; i < texture->baseTexture.level_count; ++i)    {        struct wined3d_resource *sub_resource = texture->baseTexture.sub_resources[i];        IWineD3DSurfaceImpl *surface = surface_from_resource(sub_resource);        sub_resource->resource_ops->resource_unload(sub_resource);        surface_set_texture_name(surface, 0, FALSE); /* Delete rgb name */        surface_set_texture_name(surface, 0, TRUE); /* delete srgb name */    }    basetexture_unload(texture);}
开发者ID:dvdhoo,项目名称:wine,代码行数:20,


示例14: IWineD3DTextureImpl_AddDirtyRegion

static HRESULT WINAPI IWineD3DTextureImpl_AddDirtyRegion(IWineD3DBaseTexture *iface,        UINT layer, const WINED3DBOX *dirty_region){    IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl *)iface;    struct wined3d_resource *sub_resource;    TRACE("iface %p, layer %u, dirty_region %p./n", iface, layer, dirty_region);    if (!(sub_resource = basetexture_get_sub_resource(texture, layer * texture->baseTexture.level_count)))    {        WARN("Failed to get sub-resource./n");        return WINED3DERR_INVALIDCALL;    }    basetexture_set_dirty(texture, TRUE);    surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);    return WINED3D_OK;}
开发者ID:dvdhoo,项目名称:wine,代码行数:19,


示例15: texture2d_unload

/* Do not call while under the GL lock. */static void texture2d_unload(struct wined3d_resource *resource){    struct wined3d_texture *texture = wined3d_texture_from_resource(resource);    UINT sub_count = texture->level_count * texture->layer_count;    UINT i;    TRACE("texture %p./n", texture);    for (i = 0; i < sub_count; ++i)    {        struct wined3d_resource *sub_resource = texture->sub_resources[i];        struct wined3d_surface *surface = surface_from_resource(sub_resource);        sub_resource->resource_ops->resource_unload(sub_resource);        surface_set_texture_name(surface, 0, FALSE); /* Delete RGB name */        surface_set_texture_name(surface, 0, TRUE); /* Delete sRGB name */    }    wined3d_texture_unload(texture);}
开发者ID:pombredanne,项目名称:wine,代码行数:21,


示例16: wined3d_swapchain_get_front_buffer_data

HRESULT CDECL wined3d_swapchain_get_front_buffer_data(const struct wined3d_swapchain *swapchain,        struct wined3d_surface *dst_surface){    struct wined3d_surface *src_surface;    RECT src_rect, dst_rect;    TRACE("swapchain %p, dst_surface %p./n", swapchain, dst_surface);    src_surface = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));    SetRect(&src_rect, 0, 0, src_surface->resource.width, src_surface->resource.height);    dst_rect = src_rect;    if (swapchain->desc.windowed)    {        MapWindowPoints(swapchain->win_handle, NULL, (POINT *)&dst_rect, 2);        FIXME("Using destination rect %s in windowed mode, this is likely wrong./n",                wine_dbgstr_rect(&dst_rect));    }    return wined3d_surface_blt(dst_surface, &dst_rect, src_surface, &src_rect, 0, NULL, WINED3D_TEXF_POINT);}
开发者ID:RPG-7,项目名称:reactos,代码行数:21,


示例17: wined3d_rendertarget_view_create_from_sub_resource

HRESULT CDECL wined3d_rendertarget_view_create_from_sub_resource(struct wined3d_texture *texture,        unsigned int sub_resource_idx, void *parent, const struct wined3d_parent_ops *parent_ops,        struct wined3d_rendertarget_view **view){    struct wined3d_resource *sub_resource;    TRACE("texture %p, sub_resource_idx %u, parent %p, parent_ops %p, view %p./n",          texture, sub_resource_idx, parent, parent_ops, view);    if (!(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))        return WINED3DERR_INVALIDCALL;    if (sub_resource->type != WINED3D_RTYPE_SURFACE)    {        FIXME("Not implemented for %s resources./n", debug_d3dresourcetype(texture->resource.type));        return WINED3DERR_INVALIDCALL;    }    return wined3d_rendertarget_view_create_from_surface(surface_from_resource(sub_resource),            parent, parent_ops, view);}
开发者ID:Strongc,项目名称:reactos,代码行数:21,


示例18: texture2d_preload

/* Do not call while under the GL lock. */static void texture2d_preload(struct wined3d_texture *texture, enum WINED3DSRGB srgb){    UINT sub_count = texture->level_count * texture->layer_count;    struct wined3d_device *device = texture->resource.device;    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;    struct wined3d_context *context = NULL;    struct gl_texture *gl_tex;    BOOL srgb_mode;    UINT i;    TRACE("texture %p, srgb %#x./n", texture, srgb);    srgb_mode = texture_srgb_mode(texture, srgb);    gl_tex = wined3d_texture_get_gl_texture(texture, gl_info, srgb_mode);    if (!device->isInDraw)    {        /* No danger of recursive calls, context_acquire() sets isInDraw to TRUE         * when loading offscreen render targets into the texture. */        context = context_acquire(device, NULL);    }    if (gl_tex->dirty)    {        /* Reload the surfaces if the texture is marked dirty. */        for (i = 0; i < sub_count; ++i)        {            surface_load(surface_from_resource(texture->sub_resources[i]), srgb_mode);        }    }    else    {        TRACE("Texture %p not dirty, nothing to do./n", texture);    }    /* No longer dirty. */    gl_tex->dirty = FALSE;    if (context) context_release(context);}
开发者ID:pombredanne,项目名称:wine,代码行数:41,


示例19: wined3d_resource_is_offscreen

BOOL wined3d_resource_is_offscreen(struct wined3d_resource *resource){    struct wined3d_swapchain *swapchain;    if (resource->type == WINED3D_RTYPE_SURFACE)        resource = &surface_from_resource(resource)->container->resource;    /* Only texture resources can be onscreen. */    if (resource->type != WINED3D_RTYPE_TEXTURE)        return TRUE;    /* Not on a swapchain - must be offscreen */    if (!(swapchain = wined3d_texture_from_resource(resource)->swapchain))        return TRUE;    /* The front buffer is always onscreen */    if (resource == &swapchain->front_buffer->resource)        return FALSE;    /* If the swapchain is rendered to an FBO, the backbuffer is     * offscreen, otherwise onscreen */    return swapchain->render_to_fbo;}
开发者ID:PigFlyGames,项目名称:wine,代码行数:23,


示例20: wined3d_swapchain_get_back_buffer

struct wined3d_surface * CDECL wined3d_swapchain_get_back_buffer(const struct wined3d_swapchain *swapchain,        UINT back_buffer_idx, enum wined3d_backbuffer_type type){    TRACE("swapchain %p, back_buffer_idx %u, type %#x./n",            swapchain, back_buffer_idx, type);    /* Return invalid if there is no backbuffer array, otherwise it will     * crash when ddraw is used (there swapchain->back_buffers is always     * NULL). We need this because this function is called from     * stateblock_init_default_state() to get the default scissorrect     * dimensions. */    if (!swapchain->back_buffers || back_buffer_idx >= swapchain->desc.backbuffer_count)    {        WARN("Invalid back buffer index./n");        /* Native d3d9 doesn't set NULL here, just as wine's d3d9. But set it         * here in wined3d to avoid problems in other libs. */        return NULL;    }    TRACE("Returning back buffer %p./n", swapchain->back_buffers[back_buffer_idx]);    return surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[back_buffer_idx], 0));}
开发者ID:RPG-7,项目名称:reactos,代码行数:23,


示例21: wined3d_resource_sync

static void wined3d_resource_sync(struct wined3d_resource *resource){    struct wined3d_resource *real_res = resource;    struct wined3d_surface *surface;    struct wined3d_volume *volume;    switch (resource->type)    {        case WINED3D_RTYPE_SURFACE:            surface = surface_from_resource(resource);            if (surface->container)                real_res = &surface->container->resource;            break;        case WINED3D_RTYPE_VOLUME:            volume = volume_from_resource(resource);            real_res = &volume->container->resource;            break;        default:            break;    }    wined3d_resource_wait_fence(real_res);}
开发者ID:zalcyon,项目名称:wine,代码行数:24,


示例22: swapchain_gl_present

static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,        const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags){    struct wined3d_surface *back_buffer = swapchain->back_buffers[0];    const struct wined3d_fb_state *fb = &swapchain->device->fb;    const struct wined3d_gl_info *gl_info;    struct wined3d_context *context;    RECT src_rect, dst_rect;    BOOL render_to_fbo;    context = context_acquire(swapchain->device, back_buffer);    if (!context->valid)    {        context_release(context);        WARN("Invalid context, skipping present./n");        return;    }    gl_info = context->gl_info;    if (swapchain->device->logo_texture)    {        struct wined3d_surface *src_surface = surface_from_resource(                wined3d_texture_get_sub_resource(swapchain->device->logo_texture, 0));        RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};        /* Blit the logo into the upper left corner of the drawable. */        wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_ALPHATEST,                NULL, WINED3D_TEXF_POINT);    }    if (swapchain->device->bCursorVisible && swapchain->device->cursor_texture            && !swapchain->device->hardwareCursor)    {        struct wined3d_surface *cursor = surface_from_resource(                wined3d_texture_get_sub_resource(swapchain->device->cursor_texture, 0));        RECT destRect =        {            swapchain->device->xScreenSpace - swapchain->device->xHotSpot,            swapchain->device->yScreenSpace - swapchain->device->yHotSpot,            swapchain->device->xScreenSpace + swapchain->device->cursorWidth - swapchain->device->xHotSpot,            swapchain->device->yScreenSpace + swapchain->device->cursorHeight - swapchain->device->yHotSpot,        };        TRACE("Rendering the software cursor./n");        if (swapchain->desc.windowed)            MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&destRect, 2);        wined3d_surface_blt(back_buffer, &destRect, cursor, NULL, WINEDDBLT_ALPHATEST,                NULL, WINED3D_TEXF_POINT);    }    TRACE("Presenting HDC %p./n", context->hdc);    render_to_fbo = swapchain->render_to_fbo;    if (src_rect_in)    {        src_rect = *src_rect_in;        if (!render_to_fbo && (src_rect.left || src_rect.top                || src_rect.right != swapchain->desc.backbuffer_width                || src_rect.bottom != swapchain->desc.backbuffer_height))        {            render_to_fbo = TRUE;        }    }    else    {        src_rect.left = 0;        src_rect.top = 0;        src_rect.right = swapchain->desc.backbuffer_width;        src_rect.bottom = swapchain->desc.backbuffer_height;    }    if (dst_rect_in)        dst_rect = *dst_rect_in;    else if (context->surface && !swapchain->desc.windowed)    {        dst_rect.left = 0;        dst_rect.top = 0;        dst_rect.right = swapchain->front_buffer->resource.width;        dst_rect.bottom = swapchain->front_buffer->resource.height;    }    else        GetClientRect(swapchain->win_handle, &dst_rect);    if (!render_to_fbo && (dst_rect.left || dst_rect.top            || dst_rect.right != swapchain->desc.backbuffer_width            || dst_rect.bottom != swapchain->desc.backbuffer_height))        render_to_fbo = TRUE;    /* Rendering to a window of different size, presenting partial rectangles,     * or rendering to a different window needs help from FBO_blit or a textured     * draw. Render the swapchain to a FBO in the future.     *     * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve     * all these issues - this fails if the window is smaller than the backbuffer.     */    if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)    {//.........这里部分代码省略.........
开发者ID:coreyoconnor,项目名称:wine,代码行数:101,


示例23: texture2d_sub_resource_load

static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,        struct wined3d_context *context, BOOL srgb){    surface_load(surface_from_resource(sub_resource), srgb);}
开发者ID:alexwgo,项目名称:wine,代码行数:5,


示例24: texture_preload

/* Do not call while under the GL lock. */static void texture_preload(IWineD3DBaseTextureImpl *texture, enum WINED3DSRGB srgb){    IWineD3DDeviceImpl *device = texture->resource.device;    const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;    struct wined3d_context *context = NULL;    struct gl_texture *gl_tex;    unsigned int i;    BOOL srgb_mode;    TRACE("texture %p, srgb %#x./n", texture, srgb);    switch (srgb)    {    case SRGB_RGB:        srgb_mode = FALSE;        break;    case SRGB_BOTH:        texture_preload(texture, SRGB_RGB);    /* Fallthrough */    case SRGB_SRGB:        srgb_mode = TRUE;        break;    default:        srgb_mode = texture->baseTexture.is_srgb;        break;    }    gl_tex = basetexture_get_gl_texture(texture, gl_info, srgb_mode);    if (!device->isInDraw)    {        /* context_acquire() sets isInDraw to TRUE when loading a pbuffer into a texture,         * thus no danger of recursive calls. */        context = context_acquire(device, NULL);    }    if (texture->resource.format->id == WINED3DFMT_P8_UINT            || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM)    {        for (i = 0; i < texture->baseTexture.level_count; ++i)        {            IWineD3DSurfaceImpl *surface = surface_from_resource(texture->baseTexture.sub_resources[i]);            if (palette9_changed(surface))            {                TRACE("Reloading surface because the d3d8/9 palette was changed./n");                /* TODO: This is not necessarily needed with hw palettized texture support. */                surface_load_location(surface, SFLAG_INSYSMEM, NULL);                /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */                surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);            }        }    }    /* If the texture is marked dirty or the srgb sampler setting has changed     * since the last load then reload the surfaces. */    if (gl_tex->dirty)    {        for (i = 0; i < texture->baseTexture.level_count; ++i)        {            surface_load(surface_from_resource(texture->baseTexture.sub_resources[i]), srgb_mode);        }    }    else    {        TRACE("Texture %p not dirty, nothing to do./n", texture);    }    if (context) context_release(context);    /* No longer dirty. */    gl_tex->dirty = FALSE;}
开发者ID:dvdhoo,项目名称:wine,代码行数:76,


示例25: texture2d_sub_resource_cleanup

static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource){    struct wined3d_surface *surface = surface_from_resource(sub_resource);    wined3d_surface_destroy(surface);}
开发者ID:alexwgo,项目名称:wine,代码行数:6,


示例26: texture2d_sub_resource_add_dirty_region

static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,        const struct wined3d_box *dirty_region){    surface_add_dirty_rect(surface_from_resource(sub_resource), dirty_region);}
开发者ID:pombredanne,项目名称:wine,代码行数:5,


示例27: swapchain_init

static HRESULT swapchain_init(struct wined3d_swapchain *swapchain, struct wined3d_device *device,        struct wined3d_swapchain_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops){    const struct wined3d_adapter *adapter = device->adapter;    struct wined3d_resource_desc texture_desc;    struct wined3d_surface *front_buffer;    BOOL displaymode_set = FALSE;    RECT client_rect;    HWND window;    HRESULT hr;    UINT i;    if (desc->backbuffer_count > 1)    {        FIXME("The application requested more than one back buffer, this is not properly supported./n"                "Please configure the application to use double buffering (1 back buffer) if possible./n");    }    if (device->wined3d->flags & WINED3D_NO3D)        swapchain->swapchain_ops = &swapchain_gdi_ops;    else        swapchain->swapchain_ops = &swapchain_gl_ops;    window = desc->device_window ? desc->device_window : device->create_parms.focus_window;    swapchain->device = device;    swapchain->parent = parent;    swapchain->parent_ops = parent_ops;    swapchain->ref = 1;    swapchain->win_handle = window;    swapchain->device_window = window;    if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d,            adapter->ordinal, &swapchain->original_mode, NULL)))    {        ERR("Failed to get current display mode, hr %#x./n", hr);        goto err;    }    GetClientRect(window, &client_rect);    if (desc->windowed            && (!desc->backbuffer_width || !desc->backbuffer_height            || desc->backbuffer_format == WINED3DFMT_UNKNOWN))    {        if (!desc->backbuffer_width)        {            desc->backbuffer_width = client_rect.right;            TRACE("Updating width to %u./n", desc->backbuffer_width);        }        if (!desc->backbuffer_height)        {            desc->backbuffer_height = client_rect.bottom;            TRACE("Updating height to %u./n", desc->backbuffer_height);        }        if (desc->backbuffer_format == WINED3DFMT_UNKNOWN)        {            desc->backbuffer_format = swapchain->original_mode.format_id;            TRACE("Updating format to %s./n", debug_d3dformat(swapchain->original_mode.format_id));        }    }    swapchain->desc = *desc;    swapchain_update_render_to_fbo(swapchain);    TRACE("Creating front buffer./n");    texture_desc.resource_type = WINED3D_RTYPE_TEXTURE;    texture_desc.format = swapchain->desc.backbuffer_format;    texture_desc.multisample_type = swapchain->desc.multisample_type;    texture_desc.multisample_quality = swapchain->desc.multisample_quality;    texture_desc.usage = 0;    texture_desc.pool = WINED3D_POOL_DEFAULT;    texture_desc.width = swapchain->desc.backbuffer_width;    texture_desc.height = swapchain->desc.backbuffer_height;    texture_desc.depth = 1;    texture_desc.size = 0;    if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,            parent, &texture_desc, &swapchain->front_buffer)))    {        WARN("Failed to create front buffer, hr %#x./n", hr);        goto err;    }    wined3d_texture_set_swapchain(swapchain->front_buffer, swapchain);    front_buffer = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));    if (!(device->wined3d->flags & WINED3D_NO3D))    {        surface_validate_location(front_buffer, WINED3D_LOCATION_DRAWABLE);        surface_invalidate_location(front_buffer, ~WINED3D_LOCATION_DRAWABLE);    }    /* MSDN says we're only allowed a single fullscreen swapchain per device,     * so we should really check to see if there is a fullscreen swapchain     * already. Does a single head count as full screen? */    if (!desc->windowed)    {//.........这里部分代码省略.........
开发者ID:AlexSteel,项目名称:wine,代码行数:101,


示例28: swapchain_gl_present

static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT *src_rect_in,        const RECT *dst_rect_in, const RGNDATA *dirty_region, DWORD flags,        struct wined3d_surface *depth_stencil){    struct wined3d_surface *back_buffer = swapchain->back_buffers[0];    const struct wined3d_gl_info *gl_info;    struct wined3d_context *context;    RECT src_rect, dst_rect;    BOOL render_to_fbo;    context = context_acquire(swapchain->device, back_buffer);    if (!context->valid)    {        context_release(context);        WARN("Invalid context, skipping present./n");        return;    }    gl_info = context->gl_info;    if (swapchain->device->logo_texture)    {        struct wined3d_surface *src_surface = surface_from_resource(                wined3d_texture_get_sub_resource(swapchain->device->logo_texture, 0));        RECT rect = {0, 0, src_surface->resource.width, src_surface->resource.height};        /* Blit the logo into the upper left corner of the drawable. */        wined3d_surface_blt(back_buffer, &rect, src_surface, &rect, WINEDDBLT_ALPHATEST,                NULL, WINED3D_TEXF_POINT);    }    TRACE("Presenting HDC %p./n", context->hdc);    render_to_fbo = swapchain->render_to_fbo;    if (src_rect_in)    {        src_rect = *src_rect_in;        if (!render_to_fbo && (src_rect.left || src_rect.top                || src_rect.right != swapchain->desc.backbuffer_width                || src_rect.bottom != swapchain->desc.backbuffer_height))        {            render_to_fbo = TRUE;        }    }    else    {        src_rect.left = 0;        src_rect.top = 0;        src_rect.right = swapchain->desc.backbuffer_width;        src_rect.bottom = swapchain->desc.backbuffer_height;    }    if (dst_rect_in)        dst_rect = *dst_rect_in;    else        GetClientRect(swapchain->win_handle, &dst_rect);    if (!render_to_fbo && (dst_rect.left || dst_rect.top            || dst_rect.right != swapchain->desc.backbuffer_width            || dst_rect.bottom != swapchain->desc.backbuffer_height))        render_to_fbo = TRUE;    /* Rendering to a window of different size, presenting partial rectangles,     * or rendering to a different window needs help from FBO_blit or a textured     * draw. Render the swapchain to a FBO in the future.     *     * Note that FBO_blit from the backbuffer to the frontbuffer cannot solve     * all these issues - this fails if the window is smaller than the backbuffer.     */    if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)    {        wined3d_resource_load_location(&back_buffer->resource, context, WINED3D_LOCATION_TEXTURE_RGB);        wined3d_resource_invalidate_location(&back_buffer->resource, WINED3D_LOCATION_DRAWABLE);        swapchain->render_to_fbo = TRUE;        swapchain_update_draw_bindings(swapchain);    }    else    {        wined3d_resource_load_location(&back_buffer->resource, context, back_buffer->draw_binding);    }    if (swapchain->render_to_fbo)    {        static unsigned int once;        if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP && !once++)            FIXME("WINED3D_SWAP_EFFECT_FLIP not implemented./n");        swapchain_blit(swapchain, context, &src_rect, &dst_rect);    }    if (swapchain->num_contexts > 1 && !wined3d_settings.cs_multithreaded)        gl_info->gl_ops.gl.p_glFlush();    /* call wglSwapBuffers through the gl table to avoid confusing the Steam overlay */    gl_info->gl_ops.wgl.p_wglSwapBuffers(context->hdc); /* TODO: cycle through the swapchain buffers */    TRACE("SwapBuffers called, Starting new frame/n");    /* FPS support *///.........这里部分代码省略.........
开发者ID:Dimillian,项目名称:wine,代码行数:101,


示例29: swapchain_blit

/* A GL context is provided by the caller */static void swapchain_blit(const struct wined3d_swapchain *swapchain,        struct wined3d_context *context, const RECT *src_rect, const RECT *dst_rect){    struct wined3d_surface *backbuffer = surface_from_resource(            wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0));    UINT src_w = src_rect->right - src_rect->left;    UINT src_h = src_rect->bottom - src_rect->top;    GLenum gl_filter;    const struct wined3d_gl_info *gl_info = context->gl_info;    RECT win_rect;    UINT win_h;    TRACE("swapchain %p, context %p, src_rect %s, dst_rect %s./n",            swapchain, context, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect));    if (src_w == dst_rect->right - dst_rect->left && src_h == dst_rect->bottom - dst_rect->top)        gl_filter = GL_NEAREST;    else        gl_filter = GL_LINEAR;    GetClientRect(swapchain->win_handle, &win_rect);    win_h = win_rect.bottom - win_rect.top;    if (gl_info->fbo_ops.glBlitFramebuffer && is_identity_fixup(backbuffer->resource.format->color_fixup))    {        DWORD location = WINED3D_LOCATION_TEXTURE_RGB;        if (backbuffer->resource.multisample_type)        {            location = WINED3D_LOCATION_RB_RESOLVED;            surface_load_location(backbuffer, context, location);        }        context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, backbuffer, NULL, location);        gl_info->gl_ops.gl.p_glReadBuffer(GL_COLOR_ATTACHMENT0);        context_check_fbo_status(context, GL_READ_FRAMEBUFFER);        context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER,                surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),                NULL, WINED3D_LOCATION_DRAWABLE);        context_set_draw_buffer(context, GL_BACK);        context_invalidate_state(context, STATE_FRAMEBUFFER);        gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));        gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);        context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));        /* Note that the texture is upside down */        gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,                dst_rect->left, win_h - dst_rect->top, dst_rect->right, win_h - dst_rect->bottom,                GL_COLOR_BUFFER_BIT, gl_filter);        checkGLcall("Swapchain present blit(EXT_framebuffer_blit)/n");    }    else    {        struct wined3d_device *device = swapchain->device;        struct wined3d_context *context2;        float tex_left = src_rect->left;        float tex_top = src_rect->top;        float tex_right = src_rect->right;        float tex_bottom = src_rect->bottom;        context2 = context_acquire(device, backbuffer);        context_apply_blit_state(context2, device);        if (backbuffer->container->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)        {            tex_left /= backbuffer->pow2Width;            tex_right /= backbuffer->pow2Width;            tex_top /= backbuffer->pow2Height;            tex_bottom /= backbuffer->pow2Height;        }        if (is_complex_fixup(backbuffer->resource.format->color_fixup))            gl_filter = GL_NEAREST;        context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER,                surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)),                NULL, WINED3D_LOCATION_DRAWABLE);        context_bind_texture(context2, backbuffer->texture_target, backbuffer->container->texture_rgb.name);        /* Set up the texture. The surface is not in a wined3d_texture         * container, so there are no D3D texture settings to dirtify. */        device->blitter->set_shader(device->blit_priv, context2, backbuffer, NULL);        gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, gl_filter);        gl_info->gl_ops.gl.p_glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, gl_filter);        context_set_draw_buffer(context, GL_BACK);        /* Set the viewport to the destination rectandle, disable any projection         * transformation set up by context_apply_blit_state(), and draw a         * (-1,-1)-(1,1) quad.         *         * Back up viewport and matrix to avoid breaking last_was_blit//.........这里部分代码省略.........
开发者ID:AlexSteel,项目名称:wine,代码行数:101,



注:本文中的surface_from_resource函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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