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本文整理汇总了C++中IDirect3DDevice8_AddRef函数的典型用法代码示例。如果您正苦于以下问题:C++ IDirect3DDevice8_AddRef函数的具体用法?C++ IDirect3DDevice8_AddRef怎么用?C++ IDirect3DDevice8_AddRef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IDirect3DDevice8_AddRef函数的30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: surface_initHRESULT surface_init(struct d3d8_surface *surface, struct d3d8_device *device, UINT width, UINT height, D3DFORMAT format, DWORD flags, DWORD usage, D3DPOOL pool, D3DMULTISAMPLE_TYPE multisample_type, DWORD multisample_quality){ HRESULT hr; surface->IDirect3DSurface8_iface.lpVtbl = &d3d8_surface_vtbl; surface->refcount = 1; /* FIXME: Check MAX bounds of MultisampleQuality. */ if (multisample_quality > 0) { FIXME("Multisample quality set to %u, substituting 0./n", multisample_quality); multisample_quality = 0; } wined3d_mutex_lock(); hr = wined3d_surface_create(device->wined3d_device, width, height, wined3dformat_from_d3dformat(format), usage & WINED3DUSAGE_MASK, (enum wined3d_pool)pool, multisample_type, multisample_quality, flags, surface, &d3d8_surface_wined3d_parent_ops, &surface->wined3d_surface); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d surface, hr %#x./n", hr); return hr; } surface->parent_device = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(surface->parent_device); return D3D_OK;}
开发者ID:ElvisTulip,项目名称:vbox,代码行数:32,
示例2: d3d8_surface_AddRefstatic ULONG WINAPI d3d8_surface_AddRef(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_AddRef(&surface->texture->IDirect3DBaseTexture8_iface); } refcount = InterlockedIncrement(&surface->resource.refcount); TRACE("%p increasing refcount to %u./n", iface, refcount); if (refcount == 1) { if (surface->parent_device) IDirect3DDevice8_AddRef(surface->parent_device); wined3d_mutex_lock(); if (surface->wined3d_rtv) wined3d_rendertarget_view_incref(surface->wined3d_rtv); wined3d_surface_incref(surface->wined3d_surface); wined3d_mutex_unlock(); } return refcount;}
开发者ID:karolherbst,项目名称:wine,代码行数:29,
示例3: d3d8_surface_AddRefstatic ULONG WINAPI d3d8_surface_AddRef(IDirect3DSurface8 *iface){ struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface); TRACE("iface %p./n", iface); if (surface->forwardReference) { /* Forward refcounting */ TRACE("Forwarding to %p./n", surface->forwardReference); return IUnknown_AddRef(surface->forwardReference); } else { /* No container, handle our own refcounting */ ULONG ref = InterlockedIncrement(&surface->resource.refcount); TRACE("%p increasing refcount to %u./n", iface, ref); if (ref == 1) { if (surface->parent_device) IDirect3DDevice8_AddRef(surface->parent_device); wined3d_mutex_lock(); wined3d_surface_incref(surface->wined3d_surface); wined3d_mutex_unlock(); } return ref; }}
开发者ID:DeltaYang,项目名称:wine,代码行数:31,
示例4: IDirect3DSurface8Impl_GetDevice/* IDirect3DSurface8 IDirect3DResource8 Interface follow: */static HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(IDirect3DSurface8 *iface, IDirect3DDevice8 **device){ IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface; TRACE("iface %p, device %p./n", iface, device); if (This->forwardReference) { IDirect3DResource8 *resource; HRESULT hr; hr = IUnknown_QueryInterface(This->forwardReference, &IID_IDirect3DResource8, (void **)&resource); if (SUCCEEDED(hr)) { hr = IDirect3DResource8_GetDevice(resource, device); IDirect3DResource8_Release(resource); TRACE("Returning device %p./n", *device); } return hr; } *device = (IDirect3DDevice8 *)This->parentDevice; IDirect3DDevice8_AddRef(*device); TRACE("Returning device %p./n", *device); return D3D_OK;}
开发者ID:bilboed,项目名称:wine,代码行数:31,
示例5: d3d8_surface_GetDevicestatic HRESULT WINAPI d3d8_surface_GetDevice(IDirect3DSurface8 *iface, IDirect3DDevice8 **device){ struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface); TRACE("iface %p, device %p./n", iface, device); if (surface->forwardReference) { IDirect3DResource8 *resource; HRESULT hr; hr = IUnknown_QueryInterface(surface->forwardReference, &IID_IDirect3DResource8, (void **)&resource); if (SUCCEEDED(hr)) { hr = IDirect3DResource8_GetDevice(resource, device); IDirect3DResource8_Release(resource); TRACE("Returning device %p./n", *device); } return hr; } *device = surface->parent_device; IDirect3DDevice8_AddRef(*device); TRACE("Returning device %p./n", *device); return D3D_OK;}
开发者ID:ZoloZiak,项目名称:reactos,代码行数:30,
示例6: indexbuffer_initHRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device, UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool){ const struct wined3d_parent_ops *parent_ops = &d3d8_null_wined3d_parent_ops; struct wined3d_buffer_desc desc; HRESULT hr; if (pool == D3DPOOL_SCRATCH) return D3DERR_INVALIDCALL; /* In d3d8, buffers can't be used as rendertarget or depth/stencil buffer. */ if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL)) return D3DERR_INVALIDCALL; desc.byte_width = size; desc.usage = (usage & WINED3DUSAGE_MASK) | WINED3DUSAGE_STATICDECL; desc.bind_flags = 0; desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage); /* Buffers are always readable. */ if (pool != D3DPOOL_DEFAULT) desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W; desc.misc_flags = 0; desc.structure_byte_stride = 0; if (desc.access & WINED3D_RESOURCE_ACCESS_GPU) { desc.bind_flags = WINED3D_BIND_INDEX_BUFFER; parent_ops = &d3d8_indexbuffer_wined3d_parent_ops; } buffer->IDirect3DIndexBuffer8_iface.lpVtbl = &d3d8_indexbuffer_vtbl; d3d8_resource_init(&buffer->resource); buffer->format = wined3dformat_from_d3dformat(format); buffer->usage = usage; wined3d_mutex_lock(); hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer); if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU)) { desc.bind_flags = WINED3D_BIND_INDEX_BUFFER; desc.access = WINED3D_RESOURCE_ACCESS_GPU; if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, &d3d8_indexbuffer_wined3d_parent_ops, &buffer->draw_buffer))) wined3d_buffer_decref(buffer->wined3d_buffer); } wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d buffer, hr %#x./n", hr); return hr; } buffer->parent_device = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(buffer->parent_device); return D3D_OK;}
开发者ID:wine-mirror,项目名称:wine,代码行数:57,
示例7: vertexbuffer_initHRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device, UINT size, DWORD usage, DWORD fvf, D3DPOOL pool){ const struct wined3d_parent_ops *parent_ops = &d3d8_null_wined3d_parent_ops; struct wined3d_buffer_desc desc; HRESULT hr; if (pool == D3DPOOL_SCRATCH) { WARN("Vertex buffer with D3DPOOL_SCRATCH requested./n"); return D3DERR_INVALIDCALL; } /* In d3d8, buffers can't be used as rendertarget or depth/stencil buffer. */ if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL)) return D3DERR_INVALIDCALL; buffer->IDirect3DVertexBuffer8_iface.lpVtbl = &Direct3DVertexBuffer8_Vtbl; d3d8_resource_init(&buffer->resource); buffer->fvf = fvf; desc.byte_width = size; desc.usage = usage & WINED3DUSAGE_MASK; desc.bind_flags = 0; desc.access = wined3daccess_from_d3dpool(pool, usage) | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W; desc.misc_flags = 0; desc.structure_byte_stride = 0; if (desc.access & WINED3D_RESOURCE_ACCESS_GPU) { desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER; parent_ops = &d3d8_vertexbuffer_wined3d_parent_ops; } wined3d_mutex_lock(); hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer); if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU)) { desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER; desc.access = WINED3D_RESOURCE_ACCESS_GPU; if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, &d3d8_vertexbuffer_wined3d_parent_ops, &buffer->draw_buffer))) wined3d_buffer_decref(buffer->wined3d_buffer); } wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d buffer, hr %#x./n", hr); return hr; } buffer->parent_device = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(buffer->parent_device); return D3D_OK;}
开发者ID:Moteesh,项目名称:wine,代码行数:57,
示例8: swapchain_initHRESULT swapchain_init(IDirect3DSwapChain8Impl *swapchain, IDirect3DDevice8Impl *device, D3DPRESENT_PARAMETERS *present_parameters){ struct wined3d_swapchain_desc desc; HRESULT hr; swapchain->ref = 1; swapchain->IDirect3DSwapChain8_iface.lpVtbl = &Direct3DSwapChain8_Vtbl; desc.backbuffer_width = present_parameters->BackBufferWidth; desc.backbuffer_height = present_parameters->BackBufferHeight; desc.backbuffer_format = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat); desc.backbuffer_count = max(1, present_parameters->BackBufferCount); desc.multisample_type = present_parameters->MultiSampleType; desc.multisample_quality = 0; /* d3d9 only */ desc.swap_effect = present_parameters->SwapEffect; desc.device_window = present_parameters->hDeviceWindow; desc.windowed = present_parameters->Windowed; desc.enable_auto_depth_stencil = present_parameters->EnableAutoDepthStencil; desc.auto_depth_stencil_format = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat); desc.flags = present_parameters->Flags; desc.refresh_rate = present_parameters->FullScreen_RefreshRateInHz; desc.swap_interval = present_parameters->FullScreen_PresentationInterval; desc.auto_restore_display_mode = TRUE; wined3d_mutex_lock(); hr = wined3d_swapchain_create(device->wined3d_device, &desc, WINED3D_SURFACE_TYPE_OPENGL, swapchain, &d3d8_swapchain_wined3d_parent_ops, &swapchain->wined3d_swapchain); wined3d_mutex_unlock(); present_parameters->BackBufferWidth = desc.backbuffer_width; present_parameters->BackBufferHeight = desc.backbuffer_height; present_parameters->BackBufferFormat = d3dformat_from_wined3dformat(desc.backbuffer_format); present_parameters->BackBufferCount = desc.backbuffer_count; present_parameters->MultiSampleType = desc.multisample_type; present_parameters->SwapEffect = desc.swap_effect; present_parameters->hDeviceWindow = desc.device_window; present_parameters->Windowed = desc.windowed; present_parameters->EnableAutoDepthStencil = desc.enable_auto_depth_stencil; present_parameters->AutoDepthStencilFormat = d3dformat_from_wined3dformat(desc.auto_depth_stencil_format); present_parameters->Flags = desc.flags; present_parameters->FullScreen_RefreshRateInHz = desc.refresh_rate; present_parameters->FullScreen_PresentationInterval = desc.swap_interval; if (FAILED(hr)) { WARN("Failed to create wined3d swapchain, hr %#x./n", hr); return hr; } swapchain->parentDevice = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(swapchain->parentDevice); return D3D_OK;}
开发者ID:klickverbot,项目名称:wine,代码行数:56,
示例9: swapchain_initHRESULT swapchain_init(IDirect3DSwapChain8Impl *swapchain, IDirect3DDevice8Impl *device, D3DPRESENT_PARAMETERS *present_parameters){ WINED3DPRESENT_PARAMETERS wined3d_parameters; HRESULT hr; swapchain->ref = 1; swapchain->lpVtbl = &Direct3DSwapChain8_Vtbl; wined3d_parameters.BackBufferWidth = present_parameters->BackBufferWidth; wined3d_parameters.BackBufferHeight = present_parameters->BackBufferHeight; wined3d_parameters.BackBufferFormat = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat); wined3d_parameters.BackBufferCount = max(1, present_parameters->BackBufferCount); wined3d_parameters.MultiSampleType = present_parameters->MultiSampleType; wined3d_parameters.MultiSampleQuality = 0; /* d3d9 only */ wined3d_parameters.SwapEffect = present_parameters->SwapEffect; wined3d_parameters.hDeviceWindow = present_parameters->hDeviceWindow; wined3d_parameters.Windowed = present_parameters->Windowed; wined3d_parameters.EnableAutoDepthStencil = present_parameters->EnableAutoDepthStencil; wined3d_parameters.AutoDepthStencilFormat = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat); wined3d_parameters.Flags = present_parameters->Flags; wined3d_parameters.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz; wined3d_parameters.PresentationInterval = present_parameters->FullScreen_PresentationInterval; wined3d_parameters.AutoRestoreDisplayMode = TRUE; wined3d_mutex_lock(); hr = IWineD3DDevice_CreateSwapChain(device->WineD3DDevice, &wined3d_parameters, SURFACE_OPENGL, swapchain, &swapchain->wineD3DSwapChain); wined3d_mutex_unlock(); present_parameters->BackBufferWidth = wined3d_parameters.BackBufferWidth; present_parameters->BackBufferHeight = wined3d_parameters.BackBufferHeight; present_parameters->BackBufferFormat = d3dformat_from_wined3dformat(wined3d_parameters.BackBufferFormat); present_parameters->BackBufferCount = wined3d_parameters.BackBufferCount; present_parameters->MultiSampleType = wined3d_parameters.MultiSampleType; present_parameters->SwapEffect = wined3d_parameters.SwapEffect; present_parameters->hDeviceWindow = wined3d_parameters.hDeviceWindow; present_parameters->Windowed = wined3d_parameters.Windowed; present_parameters->EnableAutoDepthStencil = wined3d_parameters.EnableAutoDepthStencil; present_parameters->AutoDepthStencilFormat = d3dformat_from_wined3dformat(wined3d_parameters.AutoDepthStencilFormat); present_parameters->Flags = wined3d_parameters.Flags; present_parameters->FullScreen_RefreshRateInHz = wined3d_parameters.FullScreen_RefreshRateInHz; present_parameters->FullScreen_PresentationInterval = wined3d_parameters.PresentationInterval; if (FAILED(hr)) { WARN("Failed to create wined3d swapchain, hr %#x./n", hr); return hr; } swapchain->parentDevice = (IDirect3DDevice8 *)device; IDirect3DDevice8_AddRef(swapchain->parentDevice); return D3D_OK;}
开发者ID:austin987,项目名称:wine,代码行数:55,
示例10: surface_initvoid surface_init(struct d3d8_surface *surface, struct wined3d_surface *wined3d_surface, struct d3d8_device *device, const struct wined3d_parent_ops **parent_ops){ surface->IDirect3DSurface8_iface.lpVtbl = &d3d8_surface_vtbl; d3d8_resource_init(&surface->resource); wined3d_surface_incref(wined3d_surface); surface->wined3d_surface = wined3d_surface; surface->parent_device = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(surface->parent_device); *parent_ops = &d3d8_surface_wined3d_parent_ops;}
开发者ID:ZoloZiak,项目名称:reactos,代码行数:12,
示例11: d3d8_texture_2d_GetDevicestatic HRESULT WINAPI d3d8_texture_2d_GetDevice(IDirect3DTexture8 *iface, IDirect3DDevice8 **device){ struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); TRACE("iface %p, device %p./n", iface, device); *device = texture->parent_device; IDirect3DDevice8_AddRef(*device); TRACE("Returning device %p./n", *device); return D3D_OK;}
开发者ID:Fredz66,项目名称:wine,代码行数:13,
示例12: IDirect3DVertexBuffer8Impl_GetDevice/* IDirect3DVertexBuffer8 IDirect3DResource8 Interface follow: */static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDevice(IDirect3DVertexBuffer8 *iface, IDirect3DDevice8 **device){ IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface; TRACE("iface %p, device %p./n", iface, device); *device = (IDirect3DDevice8 *)This->parentDevice; IDirect3DDevice8_AddRef(*device); TRACE("Returning device %p./n", *device); return D3D_OK;}
开发者ID:CandyYao,项目名称:VirtualBox-OSE,代码行数:14,
示例13: d3d8_vertexbuffer_GetDevicestatic HRESULT WINAPI d3d8_vertexbuffer_GetDevice(IDirect3DVertexBuffer8 *iface, IDirect3DDevice8 **device){ struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface); TRACE("iface %p, device %p./n", iface, device); *device = buffer->parent_device; IDirect3DDevice8_AddRef(*device); TRACE("Returning device %p./n", *device); return D3D_OK;}
开发者ID:wine-mirror,项目名称:wine,代码行数:14,
示例14: IDirect3DVolumeTexture8Impl_GetDevice/* IDirect3DVolumeTexture8 IDirect3DResource8 Interface follow: */static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetDevice(IDirect3DVolumeTexture8 *iface, IDirect3DDevice8 **device){ IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); TRACE("iface %p, device %p./n", iface, device); *device = This->parentDevice; IDirect3DDevice8_AddRef(*device); TRACE("Returning device %p./n", *device); return D3D_OK;}
开发者ID:mgriepentrog,项目名称:wine,代码行数:15,
示例15: d3d8_surface_GetDevicestatic HRESULT WINAPI d3d8_surface_GetDevice(IDirect3DSurface8 *iface, IDirect3DDevice8 **device){ struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface); TRACE("iface %p, device %p./n", iface, device); if (surface->texture) return IDirect3DBaseTexture8_GetDevice(&surface->texture->IDirect3DBaseTexture8_iface, device); *device = surface->parent_device; IDirect3DDevice8_AddRef(*device); TRACE("Returning device %p./n", *device); return D3D_OK;}
开发者ID:Jactry,项目名称:wine,代码行数:16,
示例16: IDirect3DVolumeTexture8Impl_AddRefstatic ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(LPDIRECT3DVOLUMETEXTURE8 iface) { IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface; ULONG ref = InterlockedIncrement(&This->ref); TRACE("%p increasing refcount to %u./n", iface, ref); if (ref == 1) { IDirect3DDevice8_AddRef(This->parentDevice); wined3d_mutex_lock(); IWineD3DVolumeTexture_AddRef(This->wineD3DVolumeTexture); wined3d_mutex_unlock(); } return ref;}
开发者ID:austin987,项目名称:wine,代码行数:16,
示例17: IDirect3DVertexBuffer8Impl_AddRefstatic ULONG WINAPI IDirect3DVertexBuffer8Impl_AddRef(LPDIRECT3DVERTEXBUFFER8 iface) { IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface; ULONG ref = InterlockedIncrement(&This->ref); TRACE("%p increasing refcount to %u./n", iface, ref); if (ref == 1) { IDirect3DDevice8_AddRef(This->parentDevice); wined3d_mutex_lock(); IWineD3DBuffer_AddRef(This->wineD3DVertexBuffer); wined3d_mutex_unlock(); } return ref;}
开发者ID:CandyYao,项目名称:VirtualBox-OSE,代码行数:16,
示例18: d3d8_texture_3d_AddRefstatic ULONG WINAPI d3d8_texture_3d_AddRef(IDirect3DVolumeTexture8 *iface){ struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface); ULONG ref = InterlockedIncrement(&texture->refcount); TRACE("%p increasing refcount to %u./n", iface, ref); if (ref == 1) { IDirect3DDevice8_AddRef(texture->parent_device); wined3d_mutex_lock(); wined3d_texture_incref(texture->wined3d_texture); wined3d_mutex_unlock(); } return ref;}
开发者ID:Fredz66,项目名称:wine,代码行数:17,
示例19: IDirect3DVolumeTexture8Impl_AddRefstatic ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(IDirect3DVolumeTexture8 *iface){ IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface); ULONG ref = InterlockedIncrement(&This->ref); TRACE("%p increasing refcount to %u./n", iface, ref); if (ref == 1) { IDirect3DDevice8_AddRef(This->parentDevice); wined3d_mutex_lock(); wined3d_texture_incref(This->wined3d_texture); wined3d_mutex_unlock(); } return ref;}
开发者ID:mgriepentrog,项目名称:wine,代码行数:17,
示例20: d3d8_vertexbuffer_AddRefstatic ULONG WINAPI d3d8_vertexbuffer_AddRef(IDirect3DVertexBuffer8 *iface){ IDirect3DVertexBuffer8Impl *buffer = impl_from_IDirect3DVertexBuffer8(iface); ULONG refcount = InterlockedIncrement(&buffer->ref); TRACE("%p increasing refcount to %u./n", iface, refcount); if (refcount == 1) { IDirect3DDevice8_AddRef(buffer->parentDevice); wined3d_mutex_lock(); wined3d_buffer_incref(buffer->wineD3DVertexBuffer); wined3d_mutex_unlock(); } return refcount;}
开发者ID:MichaelMcDonnell,项目名称:wine,代码行数:17,
示例21: d3d8_swapchain_AddRefstatic ULONG WINAPI d3d8_swapchain_AddRef(IDirect3DSwapChain8 *iface){ struct d3d8_swapchain *swapchain = impl_from_IDirect3DSwapChain8(iface); ULONG ref = InterlockedIncrement(&swapchain->refcount); TRACE("%p increasing refcount to %u./n", iface, ref); if (ref == 1) { if (swapchain->parent_device) IDirect3DDevice8_AddRef(swapchain->parent_device); wined3d_mutex_lock(); wined3d_swapchain_incref(swapchain->wined3d_swapchain); wined3d_mutex_unlock(); } return ref;}
开发者ID:ElvisTulip,项目名称:vbox,代码行数:18,
示例22: d3d8_indexbuffer_AddRefstatic ULONG WINAPI d3d8_indexbuffer_AddRef(IDirect3DIndexBuffer8 *iface){ struct d3d8_indexbuffer *buffer = impl_from_IDirect3DIndexBuffer8(iface); ULONG refcount = InterlockedIncrement(&buffer->resource.refcount); TRACE("%p increasing refcount to %u./n", iface, refcount); if (refcount == 1) { IDirect3DDevice8_AddRef(buffer->parent_device); wined3d_mutex_lock(); wined3d_buffer_incref(buffer->wined3d_buffer); if (buffer->draw_buffer) wined3d_buffer_incref(buffer->draw_buffer); wined3d_mutex_unlock(); } return refcount;}
开发者ID:Moteesh,项目名称:wine,代码行数:19,
示例23: cubetexture_initHRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device, UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool){ struct wined3d_resource_desc desc; DWORD surface_flags = 0; HRESULT hr; texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl; texture->refcount = 1; desc.resource_type = WINED3D_RTYPE_CUBE_TEXTURE; desc.format = wined3dformat_from_d3dformat(format); desc.multisample_type = WINED3D_MULTISAMPLE_NONE; desc.multisample_quality = 0; desc.usage = usage & WINED3DUSAGE_MASK; desc.usage |= WINED3DUSAGE_TEXTURE; desc.pool = pool; desc.width = edge_length; desc.height = edge_length; desc.depth = 1; desc.size = 0; if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC)) surface_flags |= WINED3D_SURFACE_MAPPABLE; wined3d_mutex_lock(); hr = wined3d_texture_create_cube(device->wined3d_device, &desc, levels, surface_flags, texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d cube texture, hr %#x./n", hr); return hr; } texture->parent_device = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(texture->parent_device); return D3D_OK;}
开发者ID:Barrell,项目名称:wine,代码行数:40,
示例24: d3d8_texture_2d_AddRefstatic ULONG WINAPI d3d8_texture_2d_AddRef(IDirect3DTexture8 *iface){ struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface); ULONG ref = InterlockedIncrement(&texture->resource.refcount); TRACE("%p increasing refcount to %u./n", iface, ref); if (ref == 1) { struct d3d8_surface *surface; IDirect3DDevice8_AddRef(texture->parent_device); wined3d_mutex_lock(); LIST_FOR_EACH_ENTRY(surface, &texture->rtv_list, struct d3d8_surface, rtv_entry) { wined3d_rendertarget_view_incref(surface->wined3d_rtv); } wined3d_texture_incref(texture->wined3d_texture); wined3d_mutex_unlock(); } return ref;}
开发者ID:abl,项目名称:wine,代码行数:23,
示例25: cubetexture_initHRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *device, UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool){ HRESULT hr; texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl; texture->refcount = 1; wined3d_mutex_lock(); hr = wined3d_texture_create_cube(device->wined3d_device, edge_length, levels, usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d cube texture, hr %#x./n", hr); return hr; } texture->parent_device = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(texture->parent_device); return D3D_OK;}
开发者ID:MortenRoenne,项目名称:wine,代码行数:24,
示例26: volumetexture_initHRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *device, UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool){ struct wined3d_resource_desc desc; HRESULT hr; texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DVolumeTexture8_Vtbl; texture->refcount = 1; desc.resource_type = WINED3D_RTYPE_VOLUME_TEXTURE; desc.format = wined3dformat_from_d3dformat(format); desc.multisample_type = WINED3D_MULTISAMPLE_NONE; desc.multisample_quality = 0; desc.usage = usage & WINED3DUSAGE_MASK; desc.usage |= WINED3DUSAGE_TEXTURE; desc.pool = pool; desc.width = width; desc.height = height; desc.depth = depth; desc.size = 0; wined3d_mutex_lock(); hr = wined3d_texture_create_3d(device->wined3d_device, &desc, levels, texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d volume texture, hr %#x./n", hr); return hr; } texture->parent_device = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(texture->parent_device); return D3D_OK;}
开发者ID:Barrell,项目名称:wine,代码行数:36,
示例27: cubetexture_initHRESULT cubetexture_init(IDirect3DCubeTexture8Impl *texture, IDirect3DDevice8Impl *device, UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool){ HRESULT hr; texture->IDirect3DCubeTexture8_iface.lpVtbl = &Direct3DCubeTexture8_Vtbl; texture->ref = 1; wined3d_mutex_lock(); hr = IWineD3DDevice_CreateCubeTexture(device->WineD3DDevice, edge_length, levels, usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, texture, &d3d8_cubetexture_wined3d_parent_ops, &texture->wineD3DCubeTexture); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d cube texture, hr %#x./n", hr); return hr; } texture->parentDevice = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(texture->parentDevice); return D3D_OK;}
开发者ID:dvdhoo,项目名称:wine,代码行数:24,
示例28: volumetexture_initHRESULT volumetexture_init(IDirect3DVolumeTexture8Impl *texture, IDirect3DDevice8Impl *device, UINT width, UINT height, UINT depth, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool){ HRESULT hr; texture->IDirect3DVolumeTexture8_iface.lpVtbl = &Direct3DVolumeTexture8_Vtbl; texture->ref = 1; wined3d_mutex_lock(); hr = wined3d_texture_create_3d(device->wined3d_device, width, height, depth, levels, usage & WINED3DUSAGE_MASK, wined3dformat_from_d3dformat(format), pool, texture, &d3d8_volumetexture_wined3d_parent_ops, &texture->wined3d_texture); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d volume texture, hr %#x./n", hr); return hr; } texture->parentDevice = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(texture->parentDevice); return D3D_OK;}
开发者ID:mgriepentrog,项目名称:wine,代码行数:24,
示例29: swapchain_initstatic HRESULT swapchain_init(struct d3d8_swapchain *swapchain, struct d3d8_device *device, struct wined3d_swapchain_desc *desc){ HRESULT hr; swapchain->refcount = 1; swapchain->IDirect3DSwapChain8_iface.lpVtbl = &d3d8_swapchain_vtbl; wined3d_mutex_lock(); hr = wined3d_swapchain_create(device->wined3d_device, desc, swapchain, &d3d8_swapchain_wined3d_parent_ops, &swapchain->wined3d_swapchain); wined3d_mutex_unlock(); if (FAILED(hr)) { WARN("Failed to create wined3d swapchain, hr %#x./n", hr); return hr; } swapchain->parent_device = &device->IDirect3DDevice8_iface; IDirect3DDevice8_AddRef(swapchain->parent_device); return D3D_OK;}
开发者ID:ElvisTulip,项目名称:vbox,代码行数:24,
示例30: gldCreateDrawable_DXBOOL gldCreateDrawable_DX( DGL_ctx *ctx,// BOOL bDefaultDriver, BOOL bDirectDrawPersistant, BOOL bPersistantBuffers){ // // bDirectDrawPersistant: applies to IDirect3D8 // bPersistantBuffers: applies to IDirect3DDevice8 // HRESULT hResult; GLD_driver_dx8 *lpCtx = NULL; D3DDEVTYPE d3dDevType; D3DPRESENT_PARAMETERS d3dpp; D3DDISPLAYMODE d3ddm; DWORD dwBehaviourFlags; D3DADAPTER_IDENTIFIER8 d3dIdent; // Error if context is NULL. if (ctx == NULL) return FALSE; if (ctx->glPriv) { lpCtx = ctx->glPriv; // Release any existing interfaces SAFE_RELEASE(lpCtx->pDev); SAFE_RELEASE(lpCtx->pD3D); } else { lpCtx = (GLD_driver_dx8*)malloc(sizeof(GLD_driver_dx8)); ZeroMemory(lpCtx, sizeof(lpCtx)); } d3dDevType = (glb.dwDriver == GLDS_DRIVER_HAL) ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; // TODO: Check this// if (bDefaultDriver)// d3dDevType = D3DDEVTYPE_REF; // Use persistant interface if needed if (bDirectDrawPersistant && dx8Globals.bDirect3D) { lpCtx->pD3D = dx8Globals.pD3D; IDirect3D8_AddRef(lpCtx->pD3D); goto SkipDirectDrawCreate; } // Create Direct3D8 object lpCtx->pD3D = dx8Globals.fnDirect3DCreate8(D3D_SDK_VERSION_DX8_SUPPORT_WIN95); if (lpCtx->pD3D == NULL) { MessageBox(NULL, "Unable to initialize Direct3D8", "GLDirect", MB_OK); ddlogMessage(DDLOG_CRITICAL_OR_WARN, "Unable to create Direct3D8 interface"); nContextError = GLDERR_D3D; goto return_with_error; } // Cache Direct3D interface for subsequent GLRCs if (bDirectDrawPersistant && !dx8Globals.bDirect3D) { dx8Globals.pD3D = lpCtx->pD3D; IDirect3D8_AddRef(dx8Globals.pD3D); dx8Globals.bDirect3D = TRUE; }SkipDirectDrawCreate: // Get the display mode so we can make a compatible backbuffer hResult = IDirect3D8_GetAdapterDisplayMode(lpCtx->pD3D, glb.dwAdapter, &d3ddm); if (FAILED(hResult)) { nContextError = GLDERR_D3D; goto return_with_error; } // Get device caps hResult = IDirect3D8_GetDeviceCaps(lpCtx->pD3D, glb.dwAdapter, d3dDevType, &lpCtx->d3dCaps8); if (FAILED(hResult)) { ddlogError(DDLOG_CRITICAL_OR_WARN, "IDirect3D8_GetDeviceCaps failed", hResult); nContextError = GLDERR_D3D; goto return_with_error; } // Check for hardware transform & lighting lpCtx->bHasHWTnL = lpCtx->d3dCaps8.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? TRUE : FALSE; // If this flag is present then we can't default to Mesa // SW rendering between BeginScene() and EndScene(). if (lpCtx->d3dCaps8.Caps2 & D3DCAPS2_NO2DDURING3DSCENE) { ddlogMessage(DDLOG_WARN, "Warning : No 2D allowed during 3D scene./n"); } // // Create the Direct3D context // // Re-use original IDirect3DDevice if persistant buffers exist. // Note that we test for persistant IDirect3D8 as well // bDirectDrawPersistant == persistant IDirect3D8 (DirectDraw8 does not exist) if (bDirectDrawPersistant && bPersistantBuffers && dx8Globals.pD3D && dx8Globals.pDev) { lpCtx->pDev = dx8Globals.pDev; IDirect3DDevice8_AddRef(dx8Globals.pDev); goto skip_direct3ddevice_create; }//.........这里部分代码省略.........
开发者ID:nikai3d,项目名称:mesa,代码行数:101,
注:本文中的IDirect3DDevice8_AddRef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++ IDirect3DDevice9Ex_AddRef函数代码示例 C++ IDX_TO_OFF函数代码示例 |