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C++ IDirect3DDevice8_AddRef函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中IDirect3DDevice8_AddRef函数的典型用法代码示例。如果您正苦于以下问题:C++ IDirect3DDevice8_AddRef函数的具体用法?C++ IDirect3DDevice8_AddRef怎么用?C++ IDirect3DDevice8_AddRef使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了IDirect3DDevice8_AddRef函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: surface_init

HRESULT surface_init(struct d3d8_surface *surface, struct d3d8_device *device, UINT width, UINT height,
        D3DFORMAT format, DWORD flags, DWORD usage, D3DPOOL pool, D3DMULTISAMPLE_TYPE multisample_type,
        DWORD multisample_quality)
{
    HRESULT hr;

    surface->IDirect3DSurface8_iface.lpVtbl = &d3d8_surface_vtbl;
    surface->refcount = 1;

    /* FIXME: Check MAX bounds of MultisampleQuality. */
    if (multisample_quality > 0)
    {
        FIXME("Multisample quality set to %u, substituting 0.\n", multisample_quality);
        multisample_quality = 0;
    }

    wined3d_mutex_lock();
    hr = wined3d_surface_create(device->wined3d_device, width, height, wined3dformat_from_d3dformat(format),
            usage & WINED3DUSAGE_MASK, (enum wined3d_pool)pool, multisample_type, multisample_quality,
            flags, surface, &d3d8_surface_wined3d_parent_ops, &surface->wined3d_surface);
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d surface, hr %#x.\n", hr);
        return hr;
    }

    surface->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(surface->parent_device);

    return D3D_OK;
}
开发者ID:ElvisTulip,项目名称:vbox,代码行数:32,代码来源:surface.c


示例2: d3d8_surface_AddRef

static ULONG WINAPI d3d8_surface_AddRef(IDirect3DSurface8 *iface)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface);
    ULONG refcount;

    TRACE("iface %p.\n", iface);

    if (surface->texture)
    {
        TRACE("Forwarding to %p.\n", surface->texture);
        return IDirect3DBaseTexture8_AddRef(&surface->texture->IDirect3DBaseTexture8_iface);
    }

    refcount = InterlockedIncrement(&surface->resource.refcount);
    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        if (surface->parent_device)
            IDirect3DDevice8_AddRef(surface->parent_device);
        wined3d_mutex_lock();
        if (surface->wined3d_rtv)
            wined3d_rendertarget_view_incref(surface->wined3d_rtv);
        wined3d_surface_incref(surface->wined3d_surface);
        wined3d_mutex_unlock();
    }

    return refcount;
}
开发者ID:karolherbst,项目名称:wine,代码行数:29,代码来源:surface.c


示例3: d3d8_surface_AddRef

static ULONG WINAPI d3d8_surface_AddRef(IDirect3DSurface8 *iface)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface);

    TRACE("iface %p.\n", iface);

    if (surface->forwardReference)
    {
        /* Forward refcounting */
        TRACE("Forwarding to %p.\n", surface->forwardReference);
        return IUnknown_AddRef(surface->forwardReference);
    }
    else
    {
        /* No container, handle our own refcounting */
        ULONG ref = InterlockedIncrement(&surface->resource.refcount);

        TRACE("%p increasing refcount to %u.\n", iface, ref);

        if (ref == 1)
        {
            if (surface->parent_device)
                IDirect3DDevice8_AddRef(surface->parent_device);
            wined3d_mutex_lock();
            wined3d_surface_incref(surface->wined3d_surface);
            wined3d_mutex_unlock();
        }

        return ref;
    }
}
开发者ID:DeltaYang,项目名称:wine,代码行数:31,代码来源:surface.c


示例4: IDirect3DSurface8Impl_GetDevice

/* IDirect3DSurface8 IDirect3DResource8 Interface follow: */
static HRESULT WINAPI IDirect3DSurface8Impl_GetDevice(IDirect3DSurface8 *iface, IDirect3DDevice8 **device)
{
    IDirect3DSurface8Impl *This = (IDirect3DSurface8Impl *)iface;

    TRACE("iface %p, device %p.\n", iface, device);

    if (This->forwardReference)
    {
        IDirect3DResource8 *resource;
        HRESULT hr;

        hr = IUnknown_QueryInterface(This->forwardReference, &IID_IDirect3DResource8, (void **)&resource);
        if (SUCCEEDED(hr))
        {
            hr = IDirect3DResource8_GetDevice(resource, device);
            IDirect3DResource8_Release(resource);

            TRACE("Returning device %p.\n", *device);
        }

        return hr;
    }

    *device = (IDirect3DDevice8 *)This->parentDevice;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
开发者ID:bilboed,项目名称:wine,代码行数:31,代码来源:surface.c


示例5: d3d8_surface_GetDevice

static HRESULT WINAPI d3d8_surface_GetDevice(IDirect3DSurface8 *iface, IDirect3DDevice8 **device)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface);

    TRACE("iface %p, device %p.\n", iface, device);

    if (surface->forwardReference)
    {
        IDirect3DResource8 *resource;
        HRESULT hr;

        hr = IUnknown_QueryInterface(surface->forwardReference, &IID_IDirect3DResource8, (void **)&resource);
        if (SUCCEEDED(hr))
        {
            hr = IDirect3DResource8_GetDevice(resource, device);
            IDirect3DResource8_Release(resource);

            TRACE("Returning device %p.\n", *device);
        }

        return hr;
    }

    *device = surface->parent_device;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
开发者ID:ZoloZiak,项目名称:reactos,代码行数:30,代码来源:surface.c


示例6: indexbuffer_init

HRESULT indexbuffer_init(struct d3d8_indexbuffer *buffer, struct d3d8_device *device,
        UINT size, DWORD usage, D3DFORMAT format, D3DPOOL pool)
{
    const struct wined3d_parent_ops *parent_ops = &d3d8_null_wined3d_parent_ops;
    struct wined3d_buffer_desc desc;
    HRESULT hr;

    if (pool == D3DPOOL_SCRATCH)
        return D3DERR_INVALIDCALL;

    /* In d3d8, buffers can't be used as rendertarget or depth/stencil buffer. */
    if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
        return D3DERR_INVALIDCALL;

    desc.byte_width = size;
    desc.usage = (usage & WINED3DUSAGE_MASK) | WINED3DUSAGE_STATICDECL;
    desc.bind_flags = 0;
    desc.access = wined3daccess_from_d3dpool(pool, usage) | map_access_from_usage(usage);
    /* Buffers are always readable. */
    if (pool != D3DPOOL_DEFAULT)
        desc.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
    desc.misc_flags = 0;
    desc.structure_byte_stride = 0;

    if (desc.access & WINED3D_RESOURCE_ACCESS_GPU)
    {
        desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
        parent_ops = &d3d8_indexbuffer_wined3d_parent_ops;
    }

    buffer->IDirect3DIndexBuffer8_iface.lpVtbl = &d3d8_indexbuffer_vtbl;
    d3d8_resource_init(&buffer->resource);
    buffer->format = wined3dformat_from_d3dformat(format);
    buffer->usage = usage;

    wined3d_mutex_lock();
    hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer);
    if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU))
    {
        desc.bind_flags = WINED3D_BIND_INDEX_BUFFER;
        desc.access = WINED3D_RESOURCE_ACCESS_GPU;
        if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer,
                &d3d8_indexbuffer_wined3d_parent_ops, &buffer->draw_buffer)))
            wined3d_buffer_decref(buffer->wined3d_buffer);
    }
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
        return hr;
    }

    buffer->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(buffer->parent_device);

    return D3D_OK;
}
开发者ID:wine-mirror,项目名称:wine,代码行数:57,代码来源:buffer.c


示例7: vertexbuffer_init

HRESULT vertexbuffer_init(struct d3d8_vertexbuffer *buffer, struct d3d8_device *device,
        UINT size, DWORD usage, DWORD fvf, D3DPOOL pool)
{
    const struct wined3d_parent_ops *parent_ops = &d3d8_null_wined3d_parent_ops;
    struct wined3d_buffer_desc desc;
    HRESULT hr;

    if (pool == D3DPOOL_SCRATCH)
    {
        WARN("Vertex buffer with D3DPOOL_SCRATCH requested.\n");
        return D3DERR_INVALIDCALL;
    }

    /* In d3d8, buffers can't be used as rendertarget or depth/stencil buffer. */
    if (usage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
        return D3DERR_INVALIDCALL;

    buffer->IDirect3DVertexBuffer8_iface.lpVtbl = &Direct3DVertexBuffer8_Vtbl;
    d3d8_resource_init(&buffer->resource);
    buffer->fvf = fvf;

    desc.byte_width = size;
    desc.usage = usage & WINED3DUSAGE_MASK;
    desc.bind_flags = 0;
    desc.access = wined3daccess_from_d3dpool(pool, usage)
            | WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
    desc.misc_flags = 0;
    desc.structure_byte_stride = 0;

    if (desc.access & WINED3D_RESOURCE_ACCESS_GPU)
    {
        desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
        parent_ops = &d3d8_vertexbuffer_wined3d_parent_ops;
    }

    wined3d_mutex_lock();
    hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer, parent_ops, &buffer->wined3d_buffer);
    if (SUCCEEDED(hr) && !(desc.access & WINED3D_RESOURCE_ACCESS_GPU))
    {
        desc.bind_flags = WINED3D_BIND_VERTEX_BUFFER;
        desc.access = WINED3D_RESOURCE_ACCESS_GPU;
        if (FAILED(hr = wined3d_buffer_create(device->wined3d_device, &desc, NULL, buffer,
                &d3d8_vertexbuffer_wined3d_parent_ops, &buffer->draw_buffer)))
            wined3d_buffer_decref(buffer->wined3d_buffer);
    }
    wined3d_mutex_unlock();
    if (FAILED(hr))
    {
        WARN("Failed to create wined3d buffer, hr %#x.\n", hr);
        return hr;
    }

    buffer->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(buffer->parent_device);

    return D3D_OK;
}
开发者ID:Moteesh,项目名称:wine,代码行数:57,代码来源:buffer.c


示例8: swapchain_init

HRESULT swapchain_init(IDirect3DSwapChain8Impl *swapchain, IDirect3DDevice8Impl *device,
        D3DPRESENT_PARAMETERS *present_parameters)
{
    struct wined3d_swapchain_desc desc;
    HRESULT hr;

    swapchain->ref = 1;
    swapchain->IDirect3DSwapChain8_iface.lpVtbl = &Direct3DSwapChain8_Vtbl;

    desc.backbuffer_width = present_parameters->BackBufferWidth;
    desc.backbuffer_height = present_parameters->BackBufferHeight;
    desc.backbuffer_format = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat);
    desc.backbuffer_count = max(1, present_parameters->BackBufferCount);
    desc.multisample_type = present_parameters->MultiSampleType;
    desc.multisample_quality = 0; /* d3d9 only */
    desc.swap_effect = present_parameters->SwapEffect;
    desc.device_window = present_parameters->hDeviceWindow;
    desc.windowed = present_parameters->Windowed;
    desc.enable_auto_depth_stencil = present_parameters->EnableAutoDepthStencil;
    desc.auto_depth_stencil_format = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat);
    desc.flags = present_parameters->Flags;
    desc.refresh_rate = present_parameters->FullScreen_RefreshRateInHz;
    desc.swap_interval = present_parameters->FullScreen_PresentationInterval;
    desc.auto_restore_display_mode = TRUE;

    wined3d_mutex_lock();
    hr = wined3d_swapchain_create(device->wined3d_device, &desc,
            WINED3D_SURFACE_TYPE_OPENGL, swapchain, &d3d8_swapchain_wined3d_parent_ops,
            &swapchain->wined3d_swapchain);
    wined3d_mutex_unlock();

    present_parameters->BackBufferWidth = desc.backbuffer_width;
    present_parameters->BackBufferHeight = desc.backbuffer_height;
    present_parameters->BackBufferFormat = d3dformat_from_wined3dformat(desc.backbuffer_format);
    present_parameters->BackBufferCount = desc.backbuffer_count;
    present_parameters->MultiSampleType = desc.multisample_type;
    present_parameters->SwapEffect = desc.swap_effect;
    present_parameters->hDeviceWindow = desc.device_window;
    present_parameters->Windowed = desc.windowed;
    present_parameters->EnableAutoDepthStencil = desc.enable_auto_depth_stencil;
    present_parameters->AutoDepthStencilFormat = d3dformat_from_wined3dformat(desc.auto_depth_stencil_format);
    present_parameters->Flags = desc.flags;
    present_parameters->FullScreen_RefreshRateInHz = desc.refresh_rate;
    present_parameters->FullScreen_PresentationInterval = desc.swap_interval;

    if (FAILED(hr))
    {
        WARN("Failed to create wined3d swapchain, hr %#x.\n", hr);
        return hr;
    }

    swapchain->parentDevice = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(swapchain->parentDevice);

    return D3D_OK;
}
开发者ID:klickverbot,项目名称:wine,代码行数:56,代码来源:swapchain.c


示例9: swapchain_init

HRESULT swapchain_init(IDirect3DSwapChain8Impl *swapchain, IDirect3DDevice8Impl *device,
        D3DPRESENT_PARAMETERS *present_parameters)
{
    WINED3DPRESENT_PARAMETERS wined3d_parameters;
    HRESULT hr;

    swapchain->ref = 1;
    swapchain->lpVtbl = &Direct3DSwapChain8_Vtbl;

    wined3d_parameters.BackBufferWidth = present_parameters->BackBufferWidth;
    wined3d_parameters.BackBufferHeight = present_parameters->BackBufferHeight;
    wined3d_parameters.BackBufferFormat = wined3dformat_from_d3dformat(present_parameters->BackBufferFormat);
    wined3d_parameters.BackBufferCount = max(1, present_parameters->BackBufferCount);
    wined3d_parameters.MultiSampleType = present_parameters->MultiSampleType;
    wined3d_parameters.MultiSampleQuality = 0; /* d3d9 only */
    wined3d_parameters.SwapEffect = present_parameters->SwapEffect;
    wined3d_parameters.hDeviceWindow = present_parameters->hDeviceWindow;
    wined3d_parameters.Windowed = present_parameters->Windowed;
    wined3d_parameters.EnableAutoDepthStencil = present_parameters->EnableAutoDepthStencil;
    wined3d_parameters.AutoDepthStencilFormat = wined3dformat_from_d3dformat(present_parameters->AutoDepthStencilFormat);
    wined3d_parameters.Flags = present_parameters->Flags;
    wined3d_parameters.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
    wined3d_parameters.PresentationInterval = present_parameters->FullScreen_PresentationInterval;
    wined3d_parameters.AutoRestoreDisplayMode = TRUE;

    wined3d_mutex_lock();
    hr = IWineD3DDevice_CreateSwapChain(device->WineD3DDevice, &wined3d_parameters,
            SURFACE_OPENGL, swapchain, &swapchain->wineD3DSwapChain);
    wined3d_mutex_unlock();

    present_parameters->BackBufferWidth = wined3d_parameters.BackBufferWidth;
    present_parameters->BackBufferHeight = wined3d_parameters.BackBufferHeight;
    present_parameters->BackBufferFormat = d3dformat_from_wined3dformat(wined3d_parameters.BackBufferFormat);
    present_parameters->BackBufferCount = wined3d_parameters.BackBufferCount;
    present_parameters->MultiSampleType = wined3d_parameters.MultiSampleType;
    present_parameters->SwapEffect = wined3d_parameters.SwapEffect;
    present_parameters->hDeviceWindow = wined3d_parameters.hDeviceWindow;
    present_parameters->Windowed = wined3d_parameters.Windowed;
    present_parameters->EnableAutoDepthStencil = wined3d_parameters.EnableAutoDepthStencil;
    present_parameters->AutoDepthStencilFormat = d3dformat_from_wined3dformat(wined3d_parameters.AutoDepthStencilFormat);
    present_parameters->Flags = wined3d_parameters.Flags;
    present_parameters->FullScreen_RefreshRateInHz = wined3d_parameters.FullScreen_RefreshRateInHz;
    present_parameters->FullScreen_PresentationInterval = wined3d_parameters.PresentationInterval;

    if (FAILED(hr))
    {
        WARN("Failed to create wined3d swapchain, hr %#x.\n", hr);
        return hr;
    }

    swapchain->parentDevice = (IDirect3DDevice8 *)device;
    IDirect3DDevice8_AddRef(swapchain->parentDevice);

    return D3D_OK;
}
开发者ID:austin987,项目名称:wine,代码行数:55,代码来源:swapchain.c


示例10: surface_init

void surface_init(struct d3d8_surface *surface, struct wined3d_surface *wined3d_surface,
        struct d3d8_device *device, const struct wined3d_parent_ops **parent_ops)
{
    surface->IDirect3DSurface8_iface.lpVtbl = &d3d8_surface_vtbl;
    d3d8_resource_init(&surface->resource);
    wined3d_surface_incref(wined3d_surface);
    surface->wined3d_surface = wined3d_surface;
    surface->parent_device = &device->IDirect3DDevice8_iface;
    IDirect3DDevice8_AddRef(surface->parent_device);

    *parent_ops = &d3d8_surface_wined3d_parent_ops;
}
开发者ID:ZoloZiak,项目名称:reactos,代码行数:12,代码来源:surface.c


示例11: d3d8_texture_2d_GetDevice

static HRESULT WINAPI d3d8_texture_2d_GetDevice(IDirect3DTexture8 *iface, IDirect3DDevice8 **device)
{
    struct d3d8_texture *texture = impl_from_IDirect3DTexture8(iface);

    TRACE("iface %p, device %p.\n", iface, device);

    *device = texture->parent_device;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
开发者ID:Fredz66,项目名称:wine,代码行数:13,代码来源:texture.c


示例12: IDirect3DVertexBuffer8Impl_GetDevice

/* IDirect3DVertexBuffer8 IDirect3DResource8 Interface follow: */
static HRESULT WINAPI IDirect3DVertexBuffer8Impl_GetDevice(IDirect3DVertexBuffer8 *iface, IDirect3DDevice8 **device)
{
    IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;

    TRACE("iface %p, device %p.\n", iface, device);

    *device = (IDirect3DDevice8 *)This->parentDevice;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
开发者ID:CandyYao,项目名称:VirtualBox-OSE,代码行数:14,代码来源:vertexbuffer.c


示例13: d3d8_vertexbuffer_GetDevice

static HRESULT WINAPI d3d8_vertexbuffer_GetDevice(IDirect3DVertexBuffer8 *iface,
        IDirect3DDevice8 **device)
{
    struct d3d8_vertexbuffer *buffer = impl_from_IDirect3DVertexBuffer8(iface);

    TRACE("iface %p, device %p.\n", iface, device);

    *device = buffer->parent_device;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
开发者ID:wine-mirror,项目名称:wine,代码行数:14,代码来源:buffer.c


示例14: IDirect3DVolumeTexture8Impl_GetDevice

/* IDirect3DVolumeTexture8 IDirect3DResource8 Interface follow: */
static HRESULT WINAPI IDirect3DVolumeTexture8Impl_GetDevice(IDirect3DVolumeTexture8 *iface,
        IDirect3DDevice8 **device)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);

    TRACE("iface %p, device %p.\n", iface, device);

    *device = This->parentDevice;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
开发者ID:mgriepentrog,项目名称:wine,代码行数:15,代码来源:volumetexture.c


示例15: d3d8_surface_GetDevice

static HRESULT WINAPI d3d8_surface_GetDevice(IDirect3DSurface8 *iface, IDirect3DDevice8 **device)
{
    struct d3d8_surface *surface = impl_from_IDirect3DSurface8(iface);

    TRACE("iface %p, device %p.\n", iface, device);

    if (surface->texture)
        return IDirect3DBaseTexture8_GetDevice(&surface->texture->IDirect3DBaseTexture8_iface, device);

    *device = surface->parent_device;
    IDirect3DDevice8_AddRef(*device);

    TRACE("Returning device %p.\n", *device);

    return D3D_OK;
}
开发者ID:Jactry,项目名称:wine,代码行数:16,代码来源:surface.c


示例16: IDirect3DVolumeTexture8Impl_AddRef

static ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(LPDIRECT3DVOLUMETEXTURE8 iface) {
    IDirect3DVolumeTexture8Impl *This = (IDirect3DVolumeTexture8Impl *)iface;
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice8_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        IWineD3DVolumeTexture_AddRef(This->wineD3DVolumeTexture);
        wined3d_mutex_unlock();
    }

    return ref;
}
开发者ID:austin987,项目名称:wine,代码行数:16,代码来源:volumetexture.c


示例17: IDirect3DVertexBuffer8Impl_AddRef

static ULONG WINAPI IDirect3DVertexBuffer8Impl_AddRef(LPDIRECT3DVERTEXBUFFER8 iface) {
    IDirect3DVertexBuffer8Impl *This = (IDirect3DVertexBuffer8Impl *)iface;
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice8_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        IWineD3DBuffer_AddRef(This->wineD3DVertexBuffer);
        wined3d_mutex_unlock();
    }

    return ref;
}
开发者ID:CandyYao,项目名称:VirtualBox-OSE,代码行数:16,代码来源:vertexbuffer.c


示例18: d3d8_texture_3d_AddRef

static ULONG WINAPI d3d8_texture_3d_AddRef(IDirect3DVolumeTexture8 *iface)
{
    struct d3d8_texture *texture = impl_from_IDirect3DVolumeTexture8(iface);
    ULONG ref = InterlockedIncrement(&texture->refcount);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice8_AddRef(texture->parent_device);
        wined3d_mutex_lock();
        wined3d_texture_incref(texture->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
开发者ID:Fredz66,项目名称:wine,代码行数:17,代码来源:texture.c


示例19: IDirect3DVolumeTexture8Impl_AddRef

static ULONG WINAPI IDirect3DVolumeTexture8Impl_AddRef(IDirect3DVolumeTexture8 *iface)
{
    IDirect3DVolumeTexture8Impl *This = impl_from_IDirect3DVolumeTexture8(iface);
    ULONG ref = InterlockedIncrement(&This->ref);

    TRACE("%p increasing refcount to %u.\n", iface, ref);

    if (ref == 1)
    {
        IDirect3DDevice8_AddRef(This->parentDevice);
        wined3d_mutex_lock();
        wined3d_texture_incref(This->wined3d_texture);
        wined3d_mutex_unlock();
    }

    return ref;
}
开发者ID:mgriepentrog,项目名称:wine,代码行数:17,代码来源:volumetexture.c


示例20: d3d8_vertexbuffer_AddRef

static ULONG WINAPI d3d8_vertexbuffer_AddRef(IDirect3DVertexBuffer8 *iface)
{
    IDirect3DVertexBuffer8Impl *buffer = impl_from_IDirect3DVertexBuffer8(iface);
    ULONG refcount = InterlockedIncrement(&buffer->ref);

    TRACE("%p increasing refcount to %u.\n", iface, refcount);

    if (refcount == 1)
    {
        IDirect3DDevice8_AddRef(buffer->parentDevice);
        wined3d_mutex_lock();
        wined3d_buffer_incref(buffer->wineD3DVertexBuffer);
        wined3d_mutex_unlock();
    }

    return refcount;
}
开发者ID:MichaelMcDonnell,项目名称:wine,代码行数:17,代码来源:buffer.c



注:本文中的IDirect3DDevice8_AddRef函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C++ IDirect3DDevice9Ex_AddRef函数代码示例发布时间:2022-05-30
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