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本文整理汇总了C++中wined3d_texture_decref函数的典型用法代码示例。如果您正苦于以下问题:C++ wined3d_texture_decref函数的具体用法?C++ wined3d_texture_decref怎么用?C++ wined3d_texture_decref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wined3d_texture_decref函数的19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: swapchain_cleanupstatic void swapchain_cleanup(struct wined3d_swapchain *swapchain){ HRESULT hr; UINT i; TRACE("Destroying swapchain %p./n", swapchain); wined3d_swapchain_set_gamma_ramp(swapchain, 0, &swapchain->orig_gamma); /* Release the swapchain's draw buffers. Make sure swapchain->back_buffers[0] * is the last buffer to be destroyed, FindContext() depends on that. */ if (swapchain->front_buffer) { wined3d_texture_set_swapchain(swapchain->front_buffer, NULL); if (wined3d_texture_decref(swapchain->front_buffer)) WARN("Something's still holding the front buffer (%p)./n", swapchain->front_buffer); swapchain->front_buffer = NULL; } if (swapchain->back_buffers) { i = swapchain->desc.backbuffer_count; while (i--) { wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL); if (wined3d_texture_decref(swapchain->back_buffers[i])) WARN("Something's still holding back buffer %u (%p)./n", i, swapchain->back_buffers[i]); } HeapFree(GetProcessHeap(), 0, swapchain->back_buffers); swapchain->back_buffers = NULL; } for (i = 0; i < swapchain->num_contexts; ++i) { context_destroy(swapchain->device, swapchain->context[i]); } HeapFree(GetProcessHeap(), 0, swapchain->context); /* Restore the screen resolution if we rendered in fullscreen. * This will restore the screen resolution to what it was before creating * the swapchain. In case of d3d8 and d3d9 this will be the original * desktop resolution. In case of d3d7 this will be a NOP because ddraw * sets the resolution before starting up Direct3D, thus orig_width and * orig_height will be equal to the modes in the presentation params. */ if (!swapchain->desc.windowed && swapchain->desc.auto_restore_display_mode) { if (FAILED(hr = wined3d_set_adapter_display_mode(swapchain->device->wined3d, swapchain->device->adapter->ordinal, &swapchain->original_mode))) ERR("Failed to restore display mode, hr %#x./n", hr); } if (swapchain->backup_dc) { TRACE("Destroying backup wined3d window %p, dc %p./n", swapchain->backup_wnd, swapchain->backup_dc); wined3d_release_dc(swapchain->backup_wnd, swapchain->backup_dc); DestroyWindow(swapchain->backup_wnd); }}
开发者ID:AlexSteel,项目名称:wine,代码行数:60,
示例2: volume_resource_decrefstatic ULONG volume_resource_decref(struct wined3d_resource *resource){ struct wined3d_volume *volume = volume_from_resource(resource); TRACE("Forwarding to container %p./n", volume->container); return wined3d_texture_decref(volume->container);}
开发者ID:kholia,项目名称:wine,代码行数:7,
示例3: wined3d_volume_decrefULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume){ ULONG refcount; if (volume->container) { TRACE("Forwarding to container %p./n", volume->container); return wined3d_texture_decref(volume->container); } refcount = InterlockedDecrement(&volume->resource.ref); TRACE("%p decreasing refcount to %u./n", volume, refcount); if (!refcount) { if (volume->pbo) wined3d_volume_free_pbo(volume); resource_cleanup(&volume->resource); volume->resource.parent_ops->wined3d_object_destroyed(volume->resource.parent); HeapFree(GetProcessHeap(), 0, volume); } return refcount;}
开发者ID:Kelimion,项目名称:wine,代码行数:26,
示例4: d3d8_surface_Releasestatic ULONG WINAPI d3d8_surface_Release(IDirect3DSurface8 *iface){ struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface); ULONG refcount; TRACE("iface %p./n", iface); if (surface->texture) { TRACE("Forwarding to %p./n", surface->texture); return IDirect3DBaseTexture8_Release(&surface->texture->IDirect3DBaseTexture8_iface); } refcount = InterlockedDecrement(&surface->resource.refcount); TRACE("%p decreasing refcount to %u./n", iface, refcount); if (!refcount) { IDirect3DDevice8 *parent_device = surface->parent_device; wined3d_mutex_lock(); if (surface->wined3d_rtv) wined3d_rendertarget_view_decref(surface->wined3d_rtv); wined3d_texture_decref(surface->wined3d_texture); wined3d_mutex_unlock(); if (parent_device) IDirect3DDevice8_Release(parent_device); } return refcount;}
开发者ID:neutrinolabs,项目名称:wine,代码行数:32,
示例5: d3d10_texture3d_Releasestatic ULONG STDMETHODCALLTYPE d3d10_texture3d_Release(ID3D10Texture3D *iface){ struct d3d10_texture3d *texture = impl_from_ID3D10Texture3D(iface); ULONG refcount = InterlockedDecrement(&texture->refcount); TRACE("%p decreasing refcount to %u./n", texture, refcount); if (!refcount) wined3d_texture_decref(texture->wined3d_texture); return refcount;}
开发者ID:MortenRoenne,项目名称:wine,代码行数:12,
示例6: d3d10_texture2d_Releasestatic ULONG STDMETHODCALLTYPE d3d10_texture2d_Release(ID3D10Texture2D *iface){ struct d3d10_texture2d *This = impl_from_ID3D10Texture2D(iface); ULONG refcount = InterlockedDecrement(&This->refcount); TRACE("%p decreasing refcount to %u/n", This, refcount); if (!refcount) wined3d_texture_decref(This->wined3d_texture); return refcount;}
开发者ID:MortenRoenne,项目名称:wine,代码行数:12,
示例7: d3d10_texture2d_Releasestatic ULONG STDMETHODCALLTYPE d3d10_texture2d_Release(ID3D10Texture2D *iface){ struct d3d10_texture2d *This = impl_from_ID3D10Texture2D(iface); ULONG refcount = InterlockedDecrement(&This->refcount); TRACE("%p decreasing refcount to %u/n", This, refcount); if (!refcount) { ID3D10Device1 *device = This->device; wined3d_texture_decref(This->wined3d_texture); /* Release the device last, it may cause the wined3d device to be * destroyed. */ ID3D10Device1_Release(device); } return refcount;}
开发者ID:Dietr1ch,项目名称:wine,代码行数:19,
示例8: IDirect3DVolumeTexture8Impl_Releasestatic ULONG WINAPI IDirect3DVolumeTexture8Impl_Release(IDirect3DVolumeTexture8 *iface){ IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); ULONG ref = InterlockedDecrement(&This->ref); TRACE("%p decreasing refcount to %u./n", iface, ref); if (ref == 0) { IDirect3DDevice8 *parentDevice = This->parentDevice; wined3d_mutex_lock(); wined3d_texture_decref(This->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ IDirect3DDevice8_Release(parentDevice); } return ref;}
开发者ID:mgriepentrog,项目名称:wine,代码行数:19,
示例9: d3d8_texture_3d_Releasestatic ULONG WINAPI d3d8_texture_3d_Release(IDirect3DVolumeTexture8 *iface){ struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface); ULONG ref = InterlockedDecrement(&texture->refcount); TRACE("%p decreasing refcount to %u./n", iface, ref); if (!ref) { IDirect3DDevice8 *parent_device = texture->parent_device; wined3d_mutex_lock(); wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ IDirect3DDevice8_Release(parent_device); } return ref;}
开发者ID:Fredz66,项目名称:wine,代码行数:20,
示例10: d3d11_texture2d_Releasestatic ULONG STDMETHODCALLTYPE d3d11_texture2d_Release(ID3D11Texture2D *iface){ struct d3d_texture2d *texture = impl_from_ID3D11Texture2D(iface); ULONG refcount = InterlockedDecrement(&texture->refcount); TRACE("%p decreasing refcount to %u./n", texture, refcount); if (!refcount) { ID3D11Device *device = texture->device; wined3d_mutex_lock(); wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, it may cause the wined3d device to be * destroyed. */ ID3D11Device_Release(device); } return refcount;}
开发者ID:neutrinolabs,项目名称:wine,代码行数:21,
示例11: d3d9_texture_cube_Releasestatic ULONG WINAPI d3d9_texture_cube_Release(IDirect3DCubeTexture9 *iface){ struct d3d9_texture *texture = impl_from_IDirect3DCubeTexture9(iface); ULONG ref = InterlockedDecrement(&texture->resource.refcount); TRACE("%p decreasing refcount to %u./n", iface, ref); if (!ref) { IDirect3DDevice9Ex *parent_device = texture->parent_device; TRACE("Releasing child %p./n", texture->wined3d_texture); wined3d_mutex_lock(); wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ IDirect3DDevice9Ex_Release(parent_device); } return ref;}
开发者ID:Eltechs,项目名称:wine,代码行数:22,
示例12: d3d9_surface_Releasestatic ULONG WINAPI d3d9_surface_Release(IDirect3DSurface9 *iface){ struct d3d9_surface *surface = impl_from_IDirect3DSurface9(iface); ULONG refcount; TRACE("iface %p./n", iface); if (surface->texture) { TRACE("Forwarding to %p./n", surface->texture); return IDirect3DBaseTexture9_Release(&surface->texture->IDirect3DBaseTexture9_iface); } if (!surface->resource.refcount) { ERR("Surface doesn't have any references./n"); return 0; } refcount = InterlockedDecrement(&surface->resource.refcount); TRACE("%p decreasing refcount to %u./n", iface, refcount); if (!refcount) { IDirect3DDevice9Ex *parent_device = surface->parent_device; wined3d_mutex_lock(); if (surface->wined3d_rtv) wined3d_rendertarget_view_decref(surface->wined3d_rtv); wined3d_texture_decref(surface->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ if (parent_device) IDirect3DDevice9Ex_Release(parent_device); } return refcount;}
开发者ID:zgauthier8286,项目名称:wine-patched,代码行数:39,
示例13: d3d8_texture_2d_Releasestatic ULONG WINAPI d3d8_texture_2d_Release(IDirect3DTexture8 *iface){ struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); ULONG ref = InterlockedDecrement(&texture->resource.refcount); TRACE("%p decreasing refcount to %u./n", iface, ref); if (!ref) { IDirect3DDevice8 *parent_device = texture->parent_device; struct d3d8_surface *surface; wined3d_mutex_lock(); LIST_FOR_EACH_ENTRY(surface, &texture->rtv_list, struct d3d8_surface, rtv_entry) { wined3d_rendertarget_view_decref(surface->wined3d_rtv); } wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); /* Release the device last, as it may cause the device to be destroyed. */ IDirect3DDevice8_Release(parent_device); }
开发者ID:abl,项目名称:wine,代码行数:23,
示例14: d3d_texture2d_initstatic HRESULT d3d_texture2d_init(struct d3d_texture2d *texture, struct d3d_device *device, const D3D11_TEXTURE2D_DESC *desc, const D3D11_SUBRESOURCE_DATA *data){ struct wined3d_resource_desc wined3d_desc; unsigned int levels; HRESULT hr; texture->ID3D11Texture2D_iface.lpVtbl = &d3d11_texture2d_vtbl; texture->ID3D10Texture2D_iface.lpVtbl = &d3d10_texture2d_vtbl; texture->refcount = 1; wined3d_mutex_lock(); wined3d_private_store_init(&texture->private_store); texture->desc = *desc; if (desc->ArraySize != 1) FIXME("Array textures not implemented./n"); if (desc->SampleDesc.Count > 1) FIXME("Multisampled textures not implemented./n"); wined3d_desc.resource_type = WINED3D_RTYPE_TEXTURE; wined3d_desc.format = wined3dformat_from_dxgi_format(desc->Format); wined3d_desc.multisample_type = desc->SampleDesc.Count > 1 ? desc->SampleDesc.Count : WINED3D_MULTISAMPLE_NONE; wined3d_desc.multisample_quality = desc->SampleDesc.Quality; wined3d_desc.usage = wined3d_usage_from_d3d11(desc->BindFlags, desc->Usage); wined3d_desc.pool = WINED3D_POOL_DEFAULT; wined3d_desc.width = desc->Width; wined3d_desc.height = desc->Height; wined3d_desc.depth = 1; wined3d_desc.size = 0; levels = desc->MipLevels ? desc->MipLevels : wined3d_log2i(max(desc->Width, desc->Height)) + 1; if (FAILED(hr = wined3d_texture_create(device->wined3d_device, &wined3d_desc, levels, 0, (struct wined3d_sub_resource_data *)data, texture, &d3d_texture2d_wined3d_parent_ops, &texture->wined3d_texture))) { WARN("Failed to create wined3d texture, hr %#x./n", hr); wined3d_private_store_cleanup(&texture->private_store); wined3d_mutex_unlock(); return hr; } texture->desc.MipLevels = levels; if (desc->MipLevels == 1 && desc->ArraySize == 1) { IWineDXGIDevice *wine_device; if (FAILED(hr = ID3D10Device1_QueryInterface(&device->ID3D10Device1_iface, &IID_IWineDXGIDevice, (void **)&wine_device))) { ERR("Device should implement IWineDXGIDevice./n"); wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); return E_FAIL; } hr = IWineDXGIDevice_create_surface(wine_device, wined3d_texture_get_resource(texture->wined3d_texture), 0, NULL, (IUnknown *)&texture->ID3D10Texture2D_iface, (void **)&texture->dxgi_surface); IWineDXGIDevice_Release(wine_device); if (FAILED(hr)) { ERR("Failed to create DXGI surface, returning %#x/n", hr); texture->dxgi_surface = NULL; wined3d_texture_decref(texture->wined3d_texture); wined3d_mutex_unlock(); return hr; } } wined3d_mutex_unlock(); texture->device = &device->ID3D11Device_iface; ID3D11Device_AddRef(texture->device); return S_OK;}
开发者ID:neutrinolabs,项目名称:wine,代码行数:75,
示例15: dxgi_device_CreateSurfacestatic HRESULT STDMETHODCALLTYPE dxgi_device_CreateSurface(IWineDXGIDevice *iface, const DXGI_SURFACE_DESC *desc, UINT surface_count, DXGI_USAGE usage, const DXGI_SHARED_RESOURCE *shared_resource, IDXGISurface **surface){ struct wined3d_device_parent *device_parent; struct wined3d_resource_desc surface_desc; IWineDXGIDeviceParent *dxgi_device_parent; HRESULT hr; UINT i; UINT j; TRACE("iface %p, desc %p, surface_count %u, usage %#x, shared_resource %p, surface %p/n", iface, desc, surface_count, usage, shared_resource, surface); hr = IWineDXGIDevice_QueryInterface(iface, &IID_IWineDXGIDeviceParent, (void **)&dxgi_device_parent); if (FAILED(hr)) { ERR("Device should implement IWineD3DDeviceParent/n"); return E_FAIL; } device_parent = IWineDXGIDeviceParent_get_wined3d_device_parent(dxgi_device_parent); FIXME("Implement DXGI<->wined3d usage conversion/n"); surface_desc.resource_type = WINED3D_RTYPE_SURFACE; surface_desc.format = wined3dformat_from_dxgi_format(desc->Format); wined3d_sample_desc_from_dxgi(&surface_desc.multisample_type, &surface_desc.multisample_quality, &desc->SampleDesc); surface_desc.usage = usage; surface_desc.pool = WINED3D_POOL_DEFAULT; surface_desc.width = desc->Width; surface_desc.height = desc->Height; surface_desc.depth = 1; surface_desc.size = 0; wined3d_mutex_lock(); memset(surface, 0, surface_count * sizeof(*surface)); for (i = 0; i < surface_count; ++i) { struct wined3d_texture *wined3d_texture; IUnknown *parent; if (FAILED(hr = device_parent->ops->create_swapchain_texture(device_parent, NULL, &surface_desc, &wined3d_texture))) { ERR("Failed to create surface, hr %#x./n", hr); goto fail; } parent = wined3d_texture_get_parent(wined3d_texture); hr = IUnknown_QueryInterface(parent, &IID_IDXGISurface, (void **)&surface[i]); wined3d_texture_decref(wined3d_texture); if (FAILED(hr)) { ERR("Surface should implement IDXGISurface/n"); goto fail; } TRACE("Created IDXGISurface %p (%u/%u)/n", surface[i], i + 1, surface_count); } wined3d_mutex_unlock(); IWineDXGIDeviceParent_Release(dxgi_device_parent); return S_OK;fail: wined3d_mutex_unlock(); for (j = 0; j < i; ++j) { IDXGISurface_Release(surface[i]); } IWineDXGIDeviceParent_Release(dxgi_device_parent); return hr;}
开发者ID:polarina,项目名称:wine,代码行数:74,
示例16: swapchain_init//.........这里部分代码省略......... { ERR("Failed to allocate backbuffer array memory./n"); hr = E_OUTOFMEMORY; goto err; } texture_desc.usage |= WINED3DUSAGE_RENDERTARGET; for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { TRACE("Creating back buffer %u./n", i); if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, parent, &texture_desc, &swapchain->back_buffers[i]))) { WARN("Failed to create back buffer %u, hr %#x./n", i, hr); swapchain->desc.backbuffer_count = i; goto err; } wined3d_texture_set_swapchain(swapchain->back_buffers[i], swapchain); } } /* Swapchains share the depth/stencil buffer, so only create a single depthstencil surface. */ if (desc->enable_auto_depth_stencil && !(device->wined3d->flags & WINED3D_NO3D)) { TRACE("Creating depth/stencil buffer./n"); if (!device->auto_depth_stencil_view) { struct wined3d_texture *ds; struct wined3d_rendertarget_view_desc desc; texture_desc.format = swapchain->desc.auto_depth_stencil_format; texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL; if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent, device->device_parent, &texture_desc, &ds))) { WARN("Failed to create the auto depth/stencil surface, hr %#x./n", hr); goto err; } desc.format_id = ds->resource.format->id; desc.u.texture.level_idx = 0; desc.u.texture.layer_idx = 0; desc.u.texture.layer_count = 1; hr = wined3d_rendertarget_view_create(&desc, &ds->resource, NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view); wined3d_texture_decref(ds); if (FAILED(hr)) { ERR("Failed to create rendertarget view, hr %#x./n", hr); goto err; } } } wined3d_swapchain_get_gamma_ramp(swapchain, &swapchain->orig_gamma); return WINED3D_OK;err: if (displaymode_set) { if (FAILED(wined3d_set_adapter_display_mode(device->wined3d, adapter->ordinal, &swapchain->original_mode))) ERR("Failed to restore display mode./n"); ClipCursor(NULL); } if (swapchain->back_buffers) { for (i = 0; i < swapchain->desc.backbuffer_count; ++i) { if (swapchain->back_buffers[i]) { wined3d_texture_set_swapchain(swapchain->back_buffers[i], NULL); wined3d_texture_decref(swapchain->back_buffers[i]); } } HeapFree(GetProcessHeap(), 0, swapchain->back_buffers); } if (swapchain->context) { if (swapchain->context[0]) { context_release(swapchain->context[0]); context_destroy(device, swapchain->context[0]); swapchain->num_contexts = 0; } HeapFree(GetProcessHeap(), 0, swapchain->context); } if (swapchain->front_buffer) { wined3d_texture_set_swapchain(swapchain->front_buffer, NULL); wined3d_texture_decref(swapchain->front_buffer); } return hr;}
开发者ID:AlexSteel,项目名称:wine,代码行数:101,
示例17: swapchain_gl_present//.........这里部分代码省略......... { 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) { surface_load_location(back_buffer, context, WINED3D_LOCATION_TEXTURE_RGB); surface_invalidate_location(back_buffer, WINED3D_LOCATION_DRAWABLE); swapchain->render_to_fbo = TRUE; swapchain_update_draw_bindings(swapchain); } else { surface_load_location(back_buffer, context, back_buffer->container->resource.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) gl_info->gl_ops.gl.p_glFinish(); /* 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 */ if (TRACE_ON(fps)) { DWORD time = GetTickCount(); ++swapchain->frames; /* every 1.5 seconds */ if (time - swapchain->prev_time > 1500) { TRACE_(fps)("%p @ approx %.2ffps/n", swapchain, 1000.0 * swapchain->frames / (time - swapchain->prev_time)); swapchain->prev_time = time; swapchain->frames = 0; } } front = surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)); surface_validate_location(front, WINED3D_LOCATION_DRAWABLE); surface_invalidate_location(front, ~WINED3D_LOCATION_DRAWABLE); /* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM * and INTEXTURE copies can keep their old content if they have any defined content. * If the swapeffect is COPY, the content remains the same. * * The FLIP swap effect is not implemented yet. We could mark WINED3D_LOCATION_DRAWABLE * up to date and hope WGL flipped front and back buffers and read this data into * the FBO. Don't bother about this for now. */ if (fb->depth_stencil) { struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil); if (ds && (swapchain->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL || ds->flags & SFLAG_DISCARD)) { surface_modify_ds_location(ds, WINED3D_LOCATION_DISCARDED, fb->depth_stencil->width, fb->depth_stencil->height); if (ds == swapchain->device->onscreen_depth_stencil) { wined3d_texture_decref(swapchain->device->onscreen_depth_stencil->container); swapchain->device->onscreen_depth_stencil = NULL; } } } context_release(context);}
开发者ID:AlexSteel,项目名称:wine,代码行数:101,
示例18: texture_resource_decrefstatic ULONG texture_resource_decref(struct wined3d_resource *resource){ return wined3d_texture_decref(wined3d_texture_from_resource(resource));}
开发者ID:alexwgo,项目名称:wine,代码行数:4,
示例19: wined3d_volume_decrefULONG CDECL wined3d_volume_decref(struct wined3d_volume *volume){ TRACE("Forwarding to container %p./n", volume->container); return wined3d_texture_decref(volume->container);}
开发者ID:alexwgo,项目名称:wine,代码行数:6,
注:本文中的wined3d_texture_decref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。 C++ wined3d_texture_get_resource函数代码示例 C++ wined3d_resource_get_parent函数代码示例 |