Lines Matching refs:IWineD3DSurfaceImpl

818     IWineD3DSurfaceImpl *object;
4482 static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const WINED3DVIEWPORT *viewport,
4507 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
4519 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
4692 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
5492 IWineD3DSurfaceImpl *src_impl = (IWineD3DSurfaceImpl *)src_surface;
5493 IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)dst_surface;
5772 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, (IWineD3DSurfaceImpl *)surface);
5781 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
5814 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5880 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(c, ((IWineD3DSurfaceImpl *)surface)->resource.format_desc->format);
5913 IWineD3DSurfaceImpl *front_impl = (IWineD3DSurfaceImpl *)front;
5914 IWineD3DSurfaceImpl *back_impl = (IWineD3DSurfaceImpl *)back;
5961 ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags &= ~SFLAG_SWAPCHAIN;
5979 ((IWineD3DSurfaceImpl *)swapchain->backBuffer[0])->Flags &= ~SFLAG_SWAPCHAIN;
6087 if (offset.x!=0 || offset.y!=0 || h!=((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height)
6099 src_rect.top = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect.top;
6100 src_rect.bottom = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect.bottom;
6111 context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, (IWineD3DSurfaceImpl *)src_surface);
6133 if (offset.x!=0 || offset.y!=0 || h!=((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height)
6146 dst_rect.top = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect.top;
6147 dst_rect.bottom = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect.bottom;
6160 context_attach_surface_fbo(context, GL_DRAW_FRAMEBUFFER, 0, (IWineD3DSurfaceImpl *)dst_surface);
6201 if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6221 This->stateBlock->viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
6222 This->stateBlock->viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
6257 || ((IWineD3DSurfaceImpl *)This->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
6289 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6505 static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
6654 IWineD3DSurfaceImpl *target;
6670 target = (IWineD3DSurfaceImpl *)(swapchain->backBuffer ? swapchain->backBuffer[0] : swapchain->frontBuffer);
6860 hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6868 hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6876 hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer, pPresentationParameters);
7167 if (((IWineD3DSurfaceImpl *)resource)->hDC == dc)
7337 /* don't do glGet GL_TEXTURE_BINDING_xxx just ensure nothing is bound to IWineD3DSurfaceImpl::texture_target,
7635 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;