Lines Matching refs:resource

82     IWineD3DDeviceImpl *device = This->resource.device;
129 This->resource.allocatedMemory = NULL;
440 WARN("Failed to initialize resource, returning %#x.\n", hr);
445 /* this will be a nop for the non-shared resource,
446 * for the shared resource this will ensure the surface is initialized properly */
512 TRACE("surface %p, memory %p, size %u\n", surface, surface->resource.allocatedMemory, surface->resource.size);
667 active_sampler = This->resource.device->rev_tex_unit_map[active_texture - GL_TEXTURE0_ARB];
671 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_SAMPLER(active_sampler));
682 if ((render_target->resource.usage & WINED3DUSAGE_RENDERTARGET)
683 && (render_target->resource.format_desc->format == WINED3DFMT_P8_UINT))
694 const struct wined3d_format_desc *format_desc = This->resource.format_desc;
709 This->resource.allocatedMemory);
723 This->texture_level, This->resource.allocatedMemory));
736 if (format_desc->format == WINED3DFMT_P8_UINT && primary_render_target_is_p8(This->resource.device))
743 unsigned char alignment = This->resource.device->surface_alignment;
749 mem = This->resource.allocatedMemory;
825 dst_data = This->resource.allocatedMemory;
856 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
868 TRACE("target %#x, level %u, resource size %u.\n",
869 This->texture_target, This->texture_level, This->resource.size);
889 0, 0, width, height, internal, This->resource.size, data));
911 IWineD3DDeviceImpl *device = This->resource.device;
933 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
945 TRACE("target %#x, level %u, resource size %u.\n",
946 This->texture_target, This->texture_level, This->resource.size);
966 pRect->left, pRect->top, width, height, internal, This->resource.size, data));
988 IWineD3DDeviceImpl *device = This->resource.device;
1014 ERR("trying to allocate shared openned resource!!, ignoring..\n");
1023 else if (This->resource.usage & WINED3DUSAGE_RENDERTARGET
1043 if(This->Flags & (SFLAG_NONPOW2 | SFLAG_DIBSECTION | SFLAG_CONVERTED) || This->resource.allocatedMemory == NULL) {
1057 /* Point opengl to our allocated texture memory. Do not use resource.allocatedMemory here because
1060 mem = (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1067 internal, width, height, 0, This->resource.size, mem));
1089 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
1121 This->resource.format_desc->glInternal, width, height);
1212 IWineD3DDeviceImpl *device = This->resource.device;
1214 switch(This->resource.format_desc->format)
1259 ERR("Unhandled conversion from %s to ARGB!\n", debug_d3dformat(This->resource.format_desc->format));
1268 ULONG ref = InterlockedDecrement(&This->resource.ref);
1274 IWineD3DDeviceImpl *device = This->resource.device;
1279 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
1308 IWineD3DDeviceImpl *device = This->resource.device;
1324 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
1325 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
1338 if (This->resource.pool == WINED3DPOOL_DEFAULT) {
1363 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1364 This->resource.allocatedMemory =
1365 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1370 GL_EXTCALL(glGetBufferSubDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
1384 if(!This->resource.allocatedMemory)
1386 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
1387 if(!This->resource.heapMemory)
1392 This->resource.allocatedMemory =
1393 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1397 memset(This->resource.allocatedMemory, 0, This->resource.size);
1407 IWineD3DDeviceImpl *device = This->resource.device;
1414 if(This->resource.pool == WINED3DPOOL_DEFAULT) {
1481 IWineD3DDeviceImpl *myDevice = This->resource.device;
1549 switch(This->resource.format_desc->format)
1558 bpp = This->resource.format_desc->byte_count;
1572 mem = HeapAlloc(GetProcessHeap(), 0, This->resource.size * 3);
1578 bpp = This->resource.format_desc->byte_count * 3;
1585 fmt = This->resource.format_desc->glFormat;
1586 type = This->resource.format_desc->glType;
1587 bpp = This->resource.format_desc->byte_count;
1657 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT) HeapFree(GetProcessHeap(), 0, mem);
1688 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT && !primary_render_target_is_p8(myDevice))
1727 IWineD3DDeviceImpl *device = This->resource.device;
1774 surface_allocate_surface(This, gl_info, This->resource.format_desc, srgb);
1820 IWineD3DDeviceImpl *device = This->resource.device;
1837 /* @todo: this is not entirely correct: need to share this state among all instances of the given shared resource */
1864 IWineD3DDeviceImpl *device = This->resource.device;
1885 && (This->resource.pool != WINED3DPOOL_SYSTEMMEM))
1911 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->resource.size + 4, This->resource.allocatedMemory, GL_STREAM_DRAW_ARB));
1919 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
1920 This->resource.heapMemory = NULL;
1922 This->resource.allocatedMemory = NULL;
1927 else if (!(This->resource.allocatedMemory || This->Flags & SFLAG_PBO))
1932 if(!This->resource.heapMemory) {
1933 This->resource.heapMemory = HeapAlloc(GetProcessHeap() ,0 , This->resource.size + RESOURCE_ALIGNMENT);
1935 This->resource.allocatedMemory =
1936 (BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
1945 IWineD3DDeviceImpl *myDevice = This->resource.device;
1949 TRACE("(%p) : rect@%p flags(%08x), output lockedRect@%p, memory@%p\n", This, pRect, Flags, pLockedRect, This->resource.allocatedMemory);
2014 if(This->resource.allocatedMemory) {
2018 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_READ_WRITE_ARB));
2066 IWineD3DDeviceImpl *myDevice = This->resource.device;
2116 read = This->resource.allocatedMemory[0];
2159 IWineD3DDeviceImpl *myDevice = This->resource.device;
2185 This->resource.allocatedMemory = NULL;
2283 ERR("surface_release_client_storage for shared resource! ignoring..");
2288 context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
2349 This->resource.allocatedMemory = This->dib.bitmap_data;
2360 memcpy(This->dib.bitmap_data, This->resource.allocatedMemory, This->dib.bitmap_size);
2369 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
2370 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
2384 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[This->resource.device->NumberOfSwapChains-1];
2386 swapchain = (IWineD3DSwapChainImpl *)This->resource.device->swapchains[0];
2425 if((This->Flags & SFLAG_PBO) && This->resource.allocatedMemory) {
2427 memcpy(This->resource.allocatedMemory, This->dib.bitmap_data, This->dib.bitmap_size);
2445 IWineD3DDeviceImpl *device = This->resource.device;
2451 *desc = *This->resource.format_desc;
2455 switch(This->resource.format_desc->format)
2463 &rect, This->resource.usage, This->resource.pool,
2464 This->resource.format_desc, &rect, This->resource.usage,
2465 This->resource.pool, This->resource.format_desc);
2548 IWineD3DDeviceImpl *device = This->resource.device;
2782 IWineD3DDeviceImpl *device = This->resource.device;
2784 if (This->palette || (This->resource.format_desc->format != WINED3DFMT_P8_UINT
2785 && This->resource.format_desc->format != WINED3DFMT_P8_UINT_A8_UNORM))
2839 if (This->resource.pool == WINED3DPOOL_SCRATCH )
2867 if (!(This->Flags & SFLAG_DONOTFREE) && !This->resource.format_desc->convert) {
2868 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
2869 This->resource.allocatedMemory = NULL;
2870 This->resource.heapMemory = NULL;
2905 struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
3004 glReadBuffer(swapChain ? GL_BACK : This->resource.device->offscreenBuffer);
3040 TRACE("(%p) opened %s with format %s\n", This, filename, debug_d3dformat(This->resource.format_desc->format));
3099 TRACE("(%p) : glFormat %d, glFormatInternal %d, glType %d\n", This, This->resource.format_desc->glFormat,
3100 This->resource.format_desc->glInternal, This->resource.format_desc->glType);
3113 if(Mem && Mem != This->resource.allocatedMemory) {
3127 This->resource.allocatedMemory = NULL;
3131 release = This->resource.heapMemory;
3132 This->resource.heapMemory = NULL;
3134 This->resource.allocatedMemory = Mem;
3149 This->resource.allocatedMemory = NULL;
3151 if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
3194 tmp = front->resource.allocatedMemory;
3195 front->resource.allocatedMemory = back->resource.allocatedMemory;
3196 back->resource.allocatedMemory = tmp;
3198 tmp = front->resource.heapMemory;
3199 front->resource.heapMemory = back->resource.heapMemory;
3200 back->resource.heapMemory = tmp;
3245 if( !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_OVERLAY)) ) {
3250 if(This->resource.usage & WINED3DUSAGE_OVERLAY) {
3305 IWineD3DDeviceImpl *myDevice = This->resource.device;
3444 IWineD3DDeviceImpl *myDevice = This->resource.device;
3724 IWineD3DDeviceImpl *myDevice = This->resource.device;
3735 if(This->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3742 if(Src->resource.pool == WINED3DPOOL_SYSTEMMEM) {
3894 if (Src->resource.format_desc->format == WINED3DFMT_P8_UINT ||
3895 This->resource.format_desc->format == WINED3DFMT_P8_UINT)
3929 &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
3930 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc)
3957 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
3958 This->resource.allocatedMemory = NULL;
3959 This->resource.heapMemory = NULL;
3975 &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
3976 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc)
3994 &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
3995 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
4056 &src_rect, Src->resource.usage, Src->resource.pool, Src->resource.format_desc,
4057 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
4140 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
4146 &dst_rect, This->resource.usage, This->resource.pool, This->resource.format_desc))
4162 IWineD3DDeviceImpl *myDevice = This->resource.device;
4166 switch(This->resource.format_desc->format)
4183 ERR("Unexpected format for depth fill: %s\n", debug_d3dformat(This->resource.format_desc->format));
4205 IWineD3DDeviceImpl *myDevice = This->resource.device;
4237 if(This->resource.format_desc != Src->resource.format_desc) {
4309 desc.convert(Src->resource.allocatedMemory, mem, srcPitch, srcWidth, srcHeight);
4310 } else if((convert != NO_CONVERSION) && Src->resource.allocatedMemory) {
4327 d3dfmt_convert_surface(Src->resource.allocatedMemory, mem, srcPitch, srcWidth, srcHeight, outpitch, convert, Src);
4329 mem = Src->resource.allocatedMemory;
4352 if((mem != Src->resource.allocatedMemory) && !(Src->Flags & SFLAG_PBO))
4366 IWineD3DDeviceImpl *myDevice = This->resource.device;
4370 TRACE("(%p): Usage is %s\n", This, debug_d3dusage(This->resource.usage));
4400 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4401 ( Src && (Src->resource.usage & WINED3DUSAGE_RENDERTARGET) ))
4437 IWineD3DDeviceImpl *myDevice = This->resource.device;
4461 if( (This->resource.usage & WINED3DUSAGE_RENDERTARGET) ||
4462 (srcImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
4518 if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
4519 || This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
4521 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4550 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
4563 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
4587 if (This->resource.format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
4602 && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL)))
4610 if(This->resource.pool == WINED3DPOOL_DEFAULT || This->resource.pool == WINED3DPOOL_MANAGED)
4626 && !(This->resource.format_desc->format == WINED3DFMT_P8_UINT
4637 if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
4653 IWineD3DDeviceImpl *device = This->resource.device;
4712 IWineD3DDeviceImpl *device = This->resource.device;
4755 glCopyTexImage2D(bind_target, This->texture_level, This->resource.format_desc->glInternal,
4873 IWineD3DDeviceImpl *device = This->resource.device;
4891 IWineD3DDeviceImpl *device = This->resource.device;
4928 /* with the shared resource only texture can be considered valid
4929 * to make sure changes done to the resource in the other device context are visible
4930 * because the resource contents is shared via texture.
4958 IWineD3DDeviceImpl *device = This->resource.device;
5023 IWineD3DDeviceImpl *device = This->resource.device;
5086 This->resource.allocatedMemory,
5121 if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
5134 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
5139 mem = This->resource.allocatedMemory;
5146 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
5218 desc.convert(This->resource.allocatedMemory, mem, pitch, width, height);
5219 } else if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
5233 d3dfmt_convert_surface(This->resource.allocatedMemory, mem, pitch, width, height, outpitch, convert, This);
5235 mem = This->resource.allocatedMemory;
5254 if((mem != This->resource.allocatedMemory) && !(This->Flags & SFLAG_PBO))
5264 /* with the shared resource only texture can be considered valid
5265 * to make sure changes done to the resource in the other device context are visible
5266 * because the resource contents is shared via texture.
5312 } else if(This->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5462 enum complex_fixup fixup = get_complex_fixup(surface->resource.format_desc->color_fixup);
5609 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(fill_color, dst_surface->resource.format_desc->format);