Lines Matching defs:bounce

137     } bounce;
165 SSMFIELD_ENTRY_IGN_HCPTR( VMSVGA3DSURFACE, bounce.pTexture),
1667 if (pSurface->bounce.pTexture)
1668 pSurface->bounce.pTexture->Release();
1992 Assert(!pSurfaceSrc->bounce.pTexture);
2017 Assert(!pSurfaceDest->bounce.pTexture);
2101 /* Create another texture object to serve as a bounce buffer as the above texture surface can't be locked. */
2108 &pSurface->bounce.pTexture,
2111 pTexture = pSurface->bounce.pTexture;
2171 if (pSurface->bounce.pTexture)
2173 Log(("vmsvga3dCreateTexture: sync dirty texture from bounce buffer\n"));
2175 hr = pContext->pDevice->UpdateTexture(pSurface->bounce.pTexture, pSurface->u.pTexture);
2178 /* We will now use the bounce texture for all memory accesses, so free our surface memory buffer. */
2458 if (pSurface->bounce.pTexture)
2477 Log(("vmsvga3dSurfaceDMA: sync bounce buffer\n"));
2478 hr = pSurface->bounce.pTexture->GetSurfaceLevel(host.mipmap, &pDest);
2491 hr = pSurface->bounce.pTexture->LockRect(host.mipmap, /* texture level */
2509 Log(("Lock TEXTURE (bounce=%d) memory for rectangle (%d,%d)(%d,%d)\n", !!(pSurface->bounce.pTexture), Rect.left, Rect.top, Rect.right, Rect.bottom));
2528 if (pSurface->bounce.pTexture)
2530 hr = pSurface->bounce.pTexture->UnlockRect(host.mipmap);
2545 Log(("vmsvga3dSurfaceDMA: sync texture from bounce buffer\n"));
2548 hr = pContext->pDevice->UpdateTexture(pSurface->bounce.pTexture, pSurface->u.pTexture);
3224 if (pSurface->bounce.pTexture)
3229 Log(("vmsvga3dChangeMode: sync bounce buffer (level %d)\n", i));
3230 hr = pSurface->bounce.pTexture->GetSurfaceLevel(i, &pDest);
3242 hr = pSurface->bounce.pTexture->LockRect(i,
3260 if (pSurface->bounce.pTexture)
3261 hr = pSurface->bounce.pTexture->UnlockRect(i);
3288 if (pSurface->bounce.pTexture)
3290 pSurface->bounce.pTexture->Release();
3291 pSurface->bounce.pTexture = NULL;