*surface = NULL;
if (lockable)
- flags |= WINED3D_SURFACE_MAPPABLE;
+ flags |= WINED3D_TEXTURE_CREATE_MAPPABLE;
return d3d8_device_create_surface(device, width, height, format, flags, surface,
D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT, multisample_type, 0);
*surface = NULL;
/* TODO: Verify that Discard is false */
- return d3d8_device_create_surface(device, width, height, format, WINED3D_SURFACE_MAPPABLE,
+ return d3d8_device_create_surface(device, width, height, format, WINED3D_TEXTURE_CREATE_MAPPABLE,
surface, D3DUSAGE_DEPTHSTENCIL, D3DPOOL_DEFAULT, multisample_type, 0);
}
*surface = NULL;
- return d3d8_device_create_surface(device, width, height, format, WINED3D_SURFACE_MAPPABLE,
+ return d3d8_device_create_surface(device, width, height, format, WINED3D_TEXTURE_CREATE_MAPPABLE,
surface, 0, D3DPOOL_SYSTEMMEM, D3DMULTISAMPLE_NONE, 0);
}
TRACE("device_parent %p, container_parent %p, desc %p, texture %p.\n",
device_parent, container_parent, desc, texture);
- if (FAILED(hr = wined3d_texture_create(device->wined3d_device, desc, 1,
- WINED3D_SURFACE_MAPPABLE, NULL, &device->IDirect3DDevice8_iface, &d3d8_null_wined3d_parent_ops, texture)))
+ if (FAILED(hr = wined3d_texture_create(device->wined3d_device, desc, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
+ NULL, &device->IDirect3DDevice8_iface, &d3d8_null_wined3d_parent_ops, texture)))
{
WARN("Failed to create texture, hr %#x.\n", hr);
return hr;
UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
struct wined3d_resource_desc desc;
- DWORD surface_flags = 0;
+ DWORD flags = 0;
HRESULT hr;
texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DTexture8_Vtbl;
desc.size = 0;
if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
- surface_flags |= WINED3D_SURFACE_MAPPABLE;
+ flags |= WINED3D_TEXTURE_CREATE_MAPPABLE;
if (!levels)
levels = wined3d_log2i(max(width, height)) + 1;
wined3d_mutex_lock();
- hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags,
+ hr = wined3d_texture_create(device->wined3d_device, &desc, levels, flags,
NULL, texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
wined3d_mutex_unlock();
if (FAILED(hr))
UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
struct wined3d_resource_desc desc;
- DWORD surface_flags = 0;
+ DWORD flags = 0;
HRESULT hr;
texture->IDirect3DBaseTexture8_iface.lpVtbl = (const IDirect3DBaseTexture8Vtbl *)&Direct3DCubeTexture8_Vtbl;
desc.size = 0;
if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
- surface_flags |= WINED3D_SURFACE_MAPPABLE;
+ flags |= WINED3D_TEXTURE_CREATE_MAPPABLE;
if (!levels)
levels = wined3d_log2i(edge_length) + 1;
wined3d_mutex_lock();
- hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags,
+ hr = wined3d_texture_create(device->wined3d_device, &desc, levels, flags,
NULL, texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
wined3d_mutex_unlock();
if (FAILED(hr))
}
if (lockable)
- flags |= WINED3D_SURFACE_MAPPABLE;
+ flags |= WINED3D_TEXTURE_CREATE_MAPPABLE;
return d3d9_device_create_surface(device, width, height, format, flags, surface,
D3DUSAGE_RENDERTARGET, D3DPOOL_DEFAULT, multisample_type, multisample_quality, NULL);
BOOL discard, IDirect3DSurface9 **surface, HANDLE *shared_handle)
{
struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
- DWORD flags = WINED3D_SURFACE_MAPPABLE;
+ DWORD flags = WINED3D_TEXTURE_CREATE_MAPPABLE;
TRACE("iface %p, width %u, height %u, format %#x, multisample_type %#x, multisample_quality %u.\n"
"discard %#x, surface %p, shared_handle %p.\n",
}
if (discard)
- flags |= WINED3D_SURFACE_DISCARD;
+ flags |= WINED3D_TEXTURE_CREATE_DISCARD;
return d3d9_device_create_surface(device, width, height, format, flags, surface,
D3DUSAGE_DEPTHSTENCIL, D3DPOOL_DEFAULT, multisample_type, multisample_quality, NULL);
* regardless of the pool they're created in. Should we set dynamic usage
* here? */
return d3d9_device_create_surface(device, width, height, format,
- WINED3D_SURFACE_MAPPABLE, surface, 0, pool, D3DMULTISAMPLE_NONE, 0, user_mem);
+ WINED3D_TEXTURE_CREATE_MAPPABLE, surface, 0, pool, D3DMULTISAMPLE_NONE, 0, user_mem);
}
static HRESULT WINAPI d3d9_device_SetRenderTarget(IDirect3DDevice9Ex *iface, DWORD idx, IDirect3DSurface9 *surface)
BOOL discard, IDirect3DSurface9 **surface, HANDLE *shared_handle, DWORD usage)
{
struct d3d9_device *device = impl_from_IDirect3DDevice9Ex(iface);
- DWORD flags = WINED3D_SURFACE_MAPPABLE;
+ DWORD flags = WINED3D_TEXTURE_CREATE_MAPPABLE;
TRACE("iface %p, width %u, height %u, format %#x, multisample_type %#x, multisample_quality %u, "
"discard %#x, surface %p, shared_handle %p, usage %#x.\n",
FIXME("Resource sharing not implemented, *shared_handle %p.\n", *shared_handle);
if (discard)
- flags |= WINED3D_SURFACE_DISCARD;
+ flags |= WINED3D_TEXTURE_CREATE_DISCARD;
return d3d9_device_create_surface(device, width, height, format, flags, surface,
D3DUSAGE_DEPTHSTENCIL | usage, D3DPOOL_DEFAULT, multisample_type, multisample_quality, NULL);
container_parent = &device->IDirect3DDevice9Ex_iface;
if (FAILED(hr = wined3d_texture_create(device->wined3d_device, desc, 1,
- WINED3D_SURFACE_MAPPABLE, NULL, container_parent, &d3d9_null_wined3d_parent_ops, texture)))
+ WINED3D_TEXTURE_CREATE_MAPPABLE, NULL, container_parent, &d3d9_null_wined3d_parent_ops, texture)))
{
WARN("Failed to create texture, hr %#x.\n", hr);
return hr;
UINT width, UINT height, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
struct wined3d_resource_desc desc;
- DWORD surface_flags = 0;
+ DWORD flags = 0;
HRESULT hr;
texture->IDirect3DBaseTexture9_iface.lpVtbl = (const IDirect3DBaseTexture9Vtbl *)&d3d9_texture_2d_vtbl;
desc.size = 0;
if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
- surface_flags |= WINED3D_SURFACE_MAPPABLE;
+ flags |= WINED3D_TEXTURE_CREATE_MAPPABLE;
if (!levels)
{
}
wined3d_mutex_lock();
- hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags,
+ hr = wined3d_texture_create(device->wined3d_device, &desc, levels, flags,
NULL, texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture);
wined3d_mutex_unlock();
if (FAILED(hr))
UINT edge_length, UINT levels, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
struct wined3d_resource_desc desc;
- DWORD surface_flags = 0;
+ DWORD flags = 0;
HRESULT hr;
texture->IDirect3DBaseTexture9_iface.lpVtbl = (const IDirect3DBaseTexture9Vtbl *)&d3d9_texture_cube_vtbl;
desc.size = 0;
if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
- surface_flags |= WINED3D_SURFACE_MAPPABLE;
+ flags |= WINED3D_TEXTURE_CREATE_MAPPABLE;
if (!levels)
{
}
wined3d_mutex_lock();
- hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags,
+ hr = wined3d_texture_create(device->wined3d_device, &desc, levels, flags,
NULL, texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture);
wined3d_mutex_unlock();
if (FAILED(hr))
}
if (FAILED(hr = wined3d_texture_create(ddraw->wined3d_device, desc, 1,
- WINED3D_SURFACE_MAPPABLE, NULL, ddraw, &ddraw_frontbuffer_parent_ops, texture)))
+ WINED3D_TEXTURE_CREATE_MAPPABLE, NULL, ddraw, &ddraw_frontbuffer_parent_ops, texture)))
{
WARN("Failed to create texture, hr %#x.\n", hr);
return hr;
* the surface isn't mapped, and that updates done this way will be
* visible on the screen. The game Nox is such an application,
* Commandos: Behind Enemy Lines is another. We set
- * WINED3D_SURFACE_PIN_SYSMEM because of this. */
+ * WINED3D_TEXTURE_CREATE_PIN_SYSMEM because of this. */
if (FAILED(hr = wined3d_texture_create(ddraw->wined3d_device, &wined3d_desc, levels,
- WINED3D_SURFACE_PIN_SYSMEM, NULL, texture, &ddraw_texture_wined3d_parent_ops, &wined3d_texture)))
+ WINED3D_TEXTURE_CREATE_PIN_SYSMEM, NULL, texture, &ddraw_texture_wined3d_parent_ops, &wined3d_texture)))
{
WARN("Failed to create wined3d texture, hr %#x.\n", hr);
HeapFree(GetProcessHeap(), 0, texture);
desc->u5.dwBackBufferCount = 0;
if (FAILED(hr = wined3d_texture_create(ddraw->wined3d_device, &wined3d_desc, 1,
- WINED3D_SURFACE_PIN_SYSMEM, NULL, texture, &ddraw_texture_wined3d_parent_ops, &wined3d_texture)))
+ WINED3D_TEXTURE_CREATE_PIN_SYSMEM, NULL, texture,
+ &ddraw_texture_wined3d_parent_ops, &wined3d_texture)))
{
HeapFree(GetProcessHeap(), 0, texture);
hr = hr_ddraw_from_wined3d(hr);
desc.height = bm.bmHeight;
desc.depth = 1;
desc.size = 0;
- if (FAILED(hr = wined3d_texture_create(device, &desc, 1, WINED3D_SURFACE_MAPPABLE,
+ if (FAILED(hr = wined3d_texture_create(device, &desc, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
{
ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
desc.depth = 1;
desc.size = 0;
- hr = wined3d_texture_create(device, &desc, 1, WINED3D_SURFACE_MAPPABLE,
+ hr = wined3d_texture_create(device, &desc, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
&data, NULL, &wined3d_null_parent_ops, &texture);
wined3d_surface_unmap(cursor_image);
if (FAILED(hr))
desc.usage = 0;
desc.pool = WINED3D_POOL_SCRATCH;
if (FAILED(wined3d_texture_create(source->resource.device, &desc, 1,
- WINED3D_SURFACE_MAPPABLE | WINED3D_SURFACE_DISCARD, NULL, NULL, &wined3d_null_parent_ops, &ret)))
+ WINED3D_TEXTURE_CREATE_MAPPABLE | WINED3D_TEXTURE_CREATE_DISCARD,
+ NULL, NULL, &wined3d_null_parent_ops, &ret)))
{
ERR("Failed to create a destination surface for conversion.\n");
return NULL;
struct wined3d_device *device = container->resource.device;
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
const struct wined3d_format *format = wined3d_get_format(gl_info, desc->format);
+ BOOL lockable = flags & WINED3D_TEXTURE_CREATE_MAPPABLE;
UINT multisample_quality = desc->multisample_quality;
- BOOL lockable = flags & WINED3D_SURFACE_MAPPABLE;
unsigned int resource_size;
HRESULT hr;
list_init(&surface->overlays);
/* Flags */
- if (flags & WINED3D_SURFACE_DISCARD)
+ if (flags & WINED3D_TEXTURE_CREATE_DISCARD)
surface->flags |= SFLAG_DISCARD;
if (lockable || desc->format == WINED3DFMT_D16_LOCKABLE)
surface->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
WINE_DECLARE_DEBUG_CHANNEL(winediag);
static HRESULT wined3d_texture_init(struct wined3d_texture *texture, const struct wined3d_texture_ops *texture_ops,
- UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD surface_flags,
+ UINT layer_count, UINT level_count, const struct wined3d_resource_desc *desc, DWORD flags,
struct wined3d_device *device, void *parent, const struct wined3d_parent_ops *parent_ops,
const struct wined3d_resource_ops *resource_ops)
{
TRACE("texture %p, texture_ops %p, layer_count %u, level_count %u, resource_type %s, format %s, "
"multisample_type %#x, multisample_quality %#x, usage %s, pool %s, width %u, height %u, depth %u, "
- "surface_flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
+ "flags %#x, device %p, parent %p, parent_ops %p, resource_ops %p.\n",
texture, texture_ops, layer_count, level_count, debug_d3dresourcetype(desc->resource_type),
debug_d3dformat(desc->format), desc->multisample_type, desc->multisample_quality,
debug_d3dusage(desc->usage), debug_d3dpool(desc->pool), desc->width, desc->height, desc->depth,
- surface_flags, device, parent, parent_ops, resource_ops);
+ flags, device, parent, parent_ops, resource_ops);
if (FAILED(hr = resource_init(&texture->resource, device, desc->resource_type, format,
desc->multisample_type, desc->multisample_quality, desc->usage, desc->pool,
texture->filter_type = (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3D_TEXF_LINEAR : WINED3D_TEXF_NONE;
texture->lod = 0;
texture->flags = WINED3D_TEXTURE_POW2_MAT_IDENT | WINED3D_TEXTURE_NORMALIZED_COORDS;
- if (surface_flags & WINED3D_SURFACE_PIN_SYSMEM)
+ if (flags & WINED3D_TEXTURE_CREATE_PIN_SYSMEM)
texture->flags |= WINED3D_TEXTURE_PIN_SYSMEM;
return WINED3D_OK;
#define WINED3D_PALETTE_ALLOW_256 0x00000002
#define WINED3D_PALETTE_ALPHA 0x00000004
-#define WINED3D_SURFACE_MAPPABLE 0x00000001
-#define WINED3D_SURFACE_DISCARD 0x00000002
-#define WINED3D_SURFACE_PIN_SYSMEM 0x00000004
+#define WINED3D_TEXTURE_CREATE_MAPPABLE 0x00000001
+#define WINED3D_TEXTURE_CREATE_DISCARD 0x00000002
+#define WINED3D_TEXTURE_CREATE_PIN_SYSMEM 0x00000004
#define WINED3D_APPEND_ALIGNED_ELEMENT 0xffffffff
struct wined3d_texture *src_texture, unsigned int src_idx, const RECT *src_rect_in, DWORD flags,
const WINEDDBLTFX *fx, enum wined3d_texture_filter_type filter);
HRESULT __cdecl wined3d_texture_create(struct wined3d_device *device, const struct wined3d_resource_desc *desc,
- UINT level_count, DWORD surface_flags, const struct wined3d_sub_resource_data *data, void *parent,
+ UINT level_count, DWORD flags, const struct wined3d_sub_resource_data *data, void *parent,
const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture);
ULONG __cdecl wined3d_texture_decref(struct wined3d_texture *texture);
void __cdecl wined3d_texture_generate_mipmaps(struct wined3d_texture *texture);