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15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: surface_init
HRESULT 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;
}
示例2: d3d8_surface_AddRef
static 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;
}
示例3: d3d8_surface_AddRef
static 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;
}
}
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;
}
示例5: d3d8_surface_GetDevice
static 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;
}
示例6: indexbuffer_init
HRESULT 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;
}
示例7: vertexbuffer_init
HRESULT 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;
}
示例8: swapchain_init
HRESULT 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;
}
示例9: swapchain_init
HRESULT 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;
}
示例10: surface_init
void 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;
}
示例11: d3d8_texture_2d_GetDevice
static 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;
}
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;
}
示例13: d3d8_vertexbuffer_GetDevice
static 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;
}
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;
}
示例15: d3d8_surface_GetDevice
static 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;
}