Henri Verbeet : wined3d: Introduce surface_prepare_texture().
Alexandre Julliard
julliard at winehq.org
Thu Feb 4 11:10:59 CST 2010
Module: wine
Branch: master
Commit: 02e0b3ae1a3b3162026cdfacf077d4d3accb4ff0
URL: http://source.winehq.org/git/wine.git/?a=commit;h=02e0b3ae1a3b3162026cdfacf077d4d3accb4ff0
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Feb 3 18:17:57 2010 +0100
wined3d: Introduce surface_prepare_texture().
Similar to surface_prepare_system_memory(). In the long term we'll probably
want to move the whole location management to resource.c and unify buffers and
textures there.
---
dlls/wined3d/surface.c | 39 ++++++++++++++++++++++++++++++---------
1 files changed, 30 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 612979a..4505603 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1253,6 +1253,34 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
TRACE("Updated target %d\n", This->texture_target);
}
+/* Context activation is done by the caller. */
+static void surface_prepare_texture(IWineD3DSurfaceImpl *surface, BOOL srgb)
+{
+ DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
+ GLenum format, internal, type;
+ GLsizei width, height;
+ CONVERT_TYPES convert;
+ int bpp;
+
+ if (surface->Flags & alloc_flag) return;
+
+ d3dfmt_get_conv(surface, TRUE, TRUE, &format, &internal, &type, &convert, &bpp, srgb);
+ if ((surface->Flags & SFLAG_NONPOW2) && !(surface->Flags & SFLAG_OVERSIZE))
+ {
+ width = surface->pow2Width;
+ height = surface->pow2Height;
+ }
+ else
+ {
+ width = surface->glRect.right - surface->glRect.left;
+ height = surface->glRect.bottom - surface->glRect.top;
+ }
+
+ surface_bind_and_dirtify(surface, srgb);
+ surface_allocate_surface(surface, internal, width, height, format, type);
+ surface->Flags |= alloc_flag;
+}
+
static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
{
IWineD3DDeviceImpl *device = This->resource.device;
@@ -4971,7 +4999,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
{
/* Upload from system memory */
BOOL srgb = flag == SFLAG_INSRGBTEX;
- DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
struct wined3d_context *context = NULL;
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
@@ -4998,6 +5025,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
}
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
+
+ surface_prepare_texture(This, srgb);
surface_bind_and_dirtify(This, srgb);
if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
@@ -5052,10 +5081,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
TRACE("non power of two support\n");
- if(!(This->Flags & alloc_flag)) {
- surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
- This->Flags |= alloc_flag;
- }
if (mem || (This->Flags & SFLAG_PBO)) {
surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
}
@@ -5063,10 +5088,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
/* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
* changed. So also keep track of memory changes. In this case the texture has to be reallocated
*/
- if(!(This->Flags & alloc_flag)) {
- surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
- This->Flags |= alloc_flag;
- }
if (mem || (This->Flags & SFLAG_PBO)) {
surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
}
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