H. Verbeet : wined3d: Call SetGlTextureDesc() from BindTexture() rather than from PreLoad().
Alexandre Julliard
julliard at winehq.org
Thu Jan 3 06:43:39 CST 2008
Module: wine
Branch: master
Commit: 2820ecc5fe34b7746979e0b3d8719f83672c311a
URL: http://source.winehq.org/git/wine.git/?a=commit;h=2820ecc5fe34b7746979e0b3d8719f83672c311a
Author: H. Verbeet <hverbeet at gmail.com>
Date: Wed Jan 2 19:52:05 2008 +0100
wined3d: Call SetGlTextureDesc() from BindTexture() rather than from PreLoad().
---
dlls/wined3d/cubetexture.c | 21 +++++++++++++++------
dlls/wined3d/texture.c | 19 +++++++++++++------
2 files changed, 28 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c
index e99ab38..5d16733 100644
--- a/dlls/wined3d/cubetexture.c
+++ b/dlls/wined3d/cubetexture.c
@@ -102,7 +102,6 @@ static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *ifa
static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
/* Override the IWineD3DResource Preload method */
unsigned int i,j;
- BOOL setGlTextureDesc = FALSE;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL srgb_mode = This->baseTexture.is_srgb;
@@ -110,8 +109,6 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
- if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
-
/* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
* and a context was activated at the beginning of drawPrimitive
*/
@@ -132,8 +129,6 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
if (This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
- if(setGlTextureDesc)
- IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
}
}
@@ -210,8 +205,22 @@ static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface)
static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
+ BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
+ HRESULT hr;
+
TRACE("(%p) : relay to BaseTexture\n", This);
- return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
+
+ hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
+ if (set_gl_texture_desc && SUCCEEDED(hr)) {
+ UINT i, j;
+ for (i = 0; i < This->baseTexture.levels; ++i) {
+ for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
+ IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
+ }
+ }
+ }
+
+ return hr;
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index c96d35d..3c3fc89 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -95,7 +95,6 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
/* Override the IWineD3DResource PreLoad method */
unsigned int i;
- BOOL setGlTextureDesc = FALSE;
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL srgb_mode = This->baseTexture.is_srgb;
@@ -103,8 +102,6 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
TRACE("(%p) : About to load texture\n", This);
- if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
-
if(!device->isInDraw) {
/* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
* recursive calls
@@ -121,8 +118,6 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
/* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
if (This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
- if(setGlTextureDesc)
- IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
}
} else if (srgb_was_toggled) {
@@ -193,8 +188,20 @@ static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
+ BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
+ HRESULT hr;
+
TRACE("(%p) : relay to BaseTexture\n", This);
- return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
+
+ hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
+ if (set_gl_texture_desc && SUCCEEDED(hr)) {
+ UINT i;
+ for (i = 0; i < This->baseTexture.levels; ++i) {
+ IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
+ }
+ }
+
+ return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
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