wined3d: Rename basetexture functions to reflect that they're not COM functions.
Henri Verbeet
hverbeet at codeweavers.com
Tue Dec 2 11:41:32 CST 2008
---
dlls/wined3d/basetexture.c | 40 ++++++++++++++++++++++++++--------------
dlls/wined3d/cubetexture.c | 24 ++++++++++++------------
dlls/wined3d/texture.c | 24 ++++++++++++------------
dlls/wined3d/volumetexture.c | 24 ++++++++++++------------
dlls/wined3d/wined3d_private.h | 29 +++++++++++++++--------------
5 files changed, 77 insertions(+), 64 deletions(-)
diff --git a/dlls/wined3d/basetexture.c b/dlls/wined3d/basetexture.c
index cf2130d..96dfe4c 100644
--- a/dlls/wined3d/basetexture.c
+++ b/dlls/wined3d/basetexture.c
@@ -27,7 +27,8 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
-void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
+void basetexture_cleanup(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
@@ -42,7 +43,8 @@ void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface) {
IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
}
-void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface) {
+void basetexture_unload(IWineD3DBaseTexture *iface)
+{
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
@@ -58,7 +60,8 @@ void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface
/* There is no OpenGL equivalent of setLOD, getLOD. All they do anyway is prioritize texture loading
* so just pretend that they work unless something really needs a failure. */
-DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew) {
+DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD LODNew)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
if (This->resource.pool != WINED3DPOOL_MANAGED) {
@@ -74,7 +77,8 @@ DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LO
return This->baseTexture.LOD;
}
-DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
+DWORD basetexture_get_lod(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
if (This->resource.pool != WINED3DPOOL_MANAGED) {
@@ -86,13 +90,15 @@ DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface) {
return This->baseTexture.LOD;
}
-DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface) {
+DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
TRACE("(%p) : returning %d\n", This, This->baseTexture.levels);
return This->baseTexture.levels;
}
-HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
+HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
UINT textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
@@ -134,7 +140,8 @@ HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture
return WINED3D_OK;
}
-WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface) {
+WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
FIXME("(%p) : stub\n", This);
if (!(This->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)) {
@@ -143,14 +150,16 @@ WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWi
return This->baseTexture.filterType;
}
-void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface) {
+void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
/* TODO: implement filters using GL_SGI_generate_mipmaps http://oss.sgi.com/projects/ogl-sample/registry/SGIS/generate_mipmap.txt */
FIXME("(%p) : stub\n", This);
return ;
}
-BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL dirty) {
+BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty)
+{
BOOL old;
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
old = This->baseTexture.dirty;
@@ -158,12 +167,14 @@ BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL di
return old;
}
-BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface) {
+BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
return This->baseTexture.dirty;
}
-HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface) {
+HRESULT basetexture_bind(IWineD3DBaseTexture *iface)
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
HRESULT hr = WINED3D_OK;
UINT textureDimensions;
@@ -272,9 +283,10 @@ static inline void apply_wrap(const GLint textureDimensions, const DWORD state,
}
}
-void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface,
- const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
- const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
+void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
+ const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
+ const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1])
+{
IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface;
DWORD state;
GLint textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(iface);
diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c
index 9ccb2d1..d0c1dc6 100644
--- a/dlls/wined3d/cubetexture.c
+++ b/dlls/wined3d/cubetexture.c
@@ -176,7 +176,7 @@ static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
}
}
- IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
+ basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {
@@ -191,37 +191,37 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_GetParent(IWineD3DCubeTexture *ifa
IWineD3DCubeTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DCubeTextureImpl_SetLOD(IWineD3DCubeTexture *iface, DWORD LODNew) {
- return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
+ return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLOD(IWineD3DCubeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
+ return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DCubeTextureImpl_GetLevelCount(IWineD3DCubeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
+ return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_SetAutoGenFilterType(IWineD3DCubeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
- return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
+ return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DCubeTextureImpl_GetAutoGenFilterType(IWineD3DCubeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
+ return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DCubeTextureImpl_GenerateMipSubLevels(IWineD3DCubeTexture *iface) {
- IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
+ basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DCubeTextureImpl_SetDirty(IWineD3DCubeTexture *iface, BOOL dirty) {
- return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
+ return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
+ return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
@@ -231,7 +231,7 @@ static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *i
TRACE("(%p) : relay to BaseTexture\n", This);
- hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
+ hr = basetexture_bind((IWineD3DBaseTexture *)iface);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i, j;
for (i = 0; i < This->baseTexture.levels; ++i) {
@@ -262,7 +262,7 @@ static void WINAPI IWineD3DCubeTextureImpl_ApplyStateChanges(IWineD3DCubeTexture
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
TRACE("(%p) : relay to BaseTexture\n", iface);
- IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
+ basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
@@ -286,7 +286,7 @@ static void WINAPI IWineD3DCubeTextureImpl_Destroy(IWineD3DCubeTexture *iface, D
}
}
}
- IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
+ basetexture_cleanup((IWineD3DBaseTexture *)iface);
/* finally delete the object */
HeapFree(GetProcessHeap(), 0, This);
}
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 98aea92..e6d745f 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -165,7 +165,7 @@ static void WINAPI IWineD3DTextureImpl_UnLoad(IWineD3DTexture *iface) {
surface_set_texture_name(This->surfaces[i], 0);
}
- IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
+ basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DTextureImpl_GetType(IWineD3DTexture *iface) {
@@ -180,36 +180,36 @@ static HRESULT WINAPI IWineD3DTextureImpl_GetParent(IWineD3DTexture *iface, IUnk
IWineD3DTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DTextureImpl_SetLOD(IWineD3DTexture *iface, DWORD LODNew) {
- return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
+ return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DTextureImpl_GetLOD(IWineD3DTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
+ return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DTextureImpl_GetLevelCount(IWineD3DTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
+ return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_SetAutoGenFilterType(IWineD3DTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
- return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
+ return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DTextureImpl_GetAutoGenFilterType(IWineD3DTexture *iface) {
- return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
+ return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DTextureImpl_GenerateMipSubLevels(IWineD3DTexture *iface) {
- IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
+ basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DTextureImpl_SetDirty(IWineD3DTexture *iface, BOOL dirty) {
- return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
+ return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
- return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
+ return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
@@ -219,7 +219,7 @@ static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
TRACE("(%p) : relay to BaseTexture\n", This);
- hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
+ hr = basetexture_bind((IWineD3DBaseTexture *)iface);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i;
for (i = 0; i < This->baseTexture.levels; ++i) {
@@ -270,7 +270,7 @@ static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1],
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
TRACE("(%p) : relay to BaseTexture\n", iface);
- IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
+ basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
/* *******************************************
@@ -291,7 +291,7 @@ static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DES
}
}
TRACE("(%p) : cleaning up base texture\n", This);
- IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *)iface);
+ basetexture_cleanup((IWineD3DBaseTexture *)iface);
/* free the object */
HeapFree(GetProcessHeap(), 0, This);
}
diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c
index 53275e1..30a2deb 100644
--- a/dlls/wined3d/volumetexture.c
+++ b/dlls/wined3d/volumetexture.c
@@ -145,7 +145,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface
IWineD3DVolume_UnLoad(This->volumes[i]);
}
- IWineD3DBaseTextureImpl_UnLoad((IWineD3DBaseTexture *) iface);
+ basetexture_unload((IWineD3DBaseTexture *)iface);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {
@@ -160,42 +160,42 @@ static HRESULT WINAPI IWineD3DVolumeTextureImpl_GetParent(IWineD3DVolumeTexture
IWineD3DVolumeTexture IWineD3DBaseTexture parts follow
****************************************************** */
static DWORD WINAPI IWineD3DVolumeTextureImpl_SetLOD(IWineD3DVolumeTexture *iface, DWORD LODNew) {
- return IWineD3DBaseTextureImpl_SetLOD((IWineD3DBaseTexture *)iface, LODNew);
+ return basetexture_set_lod((IWineD3DBaseTexture *)iface, LODNew);
}
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLOD(IWineD3DVolumeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLOD((IWineD3DBaseTexture *)iface);
+ return basetexture_get_lod((IWineD3DBaseTexture *)iface);
}
static DWORD WINAPI IWineD3DVolumeTextureImpl_GetLevelCount(IWineD3DVolumeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetLevelCount((IWineD3DBaseTexture *)iface);
+ return basetexture_get_level_count((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_SetAutoGenFilterType(IWineD3DVolumeTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType) {
- return IWineD3DBaseTextureImpl_SetAutoGenFilterType((IWineD3DBaseTexture *)iface, FilterType);
+ return basetexture_set_autogen_filter_type((IWineD3DBaseTexture *)iface, FilterType);
}
static WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DVolumeTextureImpl_GetAutoGenFilterType(IWineD3DVolumeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetAutoGenFilterType((IWineD3DBaseTexture *)iface);
+ return basetexture_get_autogen_filter_type((IWineD3DBaseTexture *)iface);
}
static void WINAPI IWineD3DVolumeTextureImpl_GenerateMipSubLevels(IWineD3DVolumeTexture *iface) {
- IWineD3DBaseTextureImpl_GenerateMipSubLevels((IWineD3DBaseTexture *)iface);
+ basetexture_generate_mipmaps((IWineD3DBaseTexture *)iface);
}
/* Internal function, No d3d mapping */
static BOOL WINAPI IWineD3DVolumeTextureImpl_SetDirty(IWineD3DVolumeTexture *iface, BOOL dirty) {
- return IWineD3DBaseTextureImpl_SetDirty((IWineD3DBaseTexture *)iface, dirty);
+ return basetexture_set_dirty((IWineD3DBaseTexture *)iface, dirty);
}
static BOOL WINAPI IWineD3DVolumeTextureImpl_GetDirty(IWineD3DVolumeTexture *iface) {
- return IWineD3DBaseTextureImpl_GetDirty((IWineD3DBaseTexture *)iface);
+ return basetexture_get_dirty((IWineD3DBaseTexture *)iface);
}
static HRESULT WINAPI IWineD3DVolumeTextureImpl_BindTexture(IWineD3DVolumeTexture *iface) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : relay to BaseTexture\n", This);
- return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
+ return basetexture_bind((IWineD3DBaseTexture *)iface);
}
static UINT WINAPI IWineD3DVolumeTextureImpl_GetTextureDimensions(IWineD3DVolumeTexture *iface) {
@@ -216,7 +216,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTex
const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]) {
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
TRACE("(%p) : nothing to do, passing to base texture\n", This);
- IWineD3DBaseTextureImpl_ApplyStateChanges((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
+ basetexture_apply_state_changes((IWineD3DBaseTexture *)iface, textureStates, samplerStates);
}
@@ -234,7 +234,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_Destroy(IWineD3DVolumeTexture *ifac
D3DCB_DestroyVolume(This->volumes[i]);
}
}
- IWineD3DBaseTextureImpl_CleanUp((IWineD3DBaseTexture *) iface);
+ basetexture_cleanup((IWineD3DBaseTexture *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 877601c..7666e5e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1243,6 +1243,21 @@ typedef struct IWineD3DBaseTextureImpl
} IWineD3DBaseTextureImpl;
+void basetexture_apply_state_changes(IWineD3DBaseTexture *iface,
+ const DWORD texture_states[WINED3D_HIGHEST_TEXTURE_STATE + 1],
+ const DWORD sampler_states[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
+HRESULT basetexture_bind(IWineD3DBaseTexture *iface);
+void basetexture_cleanup(IWineD3DBaseTexture *iface);
+void basetexture_generate_mipmaps(IWineD3DBaseTexture *iface);
+WINED3DTEXTUREFILTERTYPE basetexture_get_autogen_filter_type(IWineD3DBaseTexture *iface);
+BOOL basetexture_get_dirty(IWineD3DBaseTexture *iface);
+DWORD basetexture_get_level_count(IWineD3DBaseTexture *iface);
+DWORD basetexture_get_lod(IWineD3DBaseTexture *iface);
+HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE filter_type);
+BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty);
+DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod);
+void basetexture_unload(IWineD3DBaseTexture *iface);
+
/*****************************************************************************
* IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)
*/
@@ -1942,20 +1957,6 @@ unsigned int count_bits(unsigned int mask);
extern WINED3DRESOURCETYPE WINAPI IWineD3DResourceImpl_GetType(IWineD3DResource *iface);
void IWineD3DResourceImpl_CleanUp(IWineD3DResource *iface);
- /* IWineD3DBaseTexture */
- void IWineD3DBaseTextureImpl_CleanUp(IWineD3DBaseTexture *iface);
- extern void WINAPI IWineD3DBaseTextureImpl_UnLoad(IWineD3DBaseTexture *iface);
- extern DWORD WINAPI IWineD3DBaseTextureImpl_SetLOD(IWineD3DBaseTexture *iface, DWORD LODNew);
- extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLOD(IWineD3DBaseTexture *iface);
- extern DWORD WINAPI IWineD3DBaseTextureImpl_GetLevelCount(IWineD3DBaseTexture *iface);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_SetAutoGenFilterType(IWineD3DBaseTexture *iface, WINED3DTEXTUREFILTERTYPE FilterType);
- extern WINED3DTEXTUREFILTERTYPE WINAPI IWineD3DBaseTextureImpl_GetAutoGenFilterType(IWineD3DBaseTexture *iface);
- extern void WINAPI IWineD3DBaseTextureImpl_GenerateMipSubLevels(IWineD3DBaseTexture *iface);
- extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
- extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
- extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
- extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
-
/* IWineD3DVertexBuffer */
extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
--
1.5.6.4
--------------060102090005020802090304--
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