wined3d: Introduce texture_init() to handle most of the 2D texture initialization.

Henri Verbeet hverbeet at codeweavers.com
Wed Jun 3 03:47:25 CDT 2009


---
 dlls/wined3d/device.c          |  151 +--------------------
 dlls/wined3d/texture.c         |  297 ++++++++++++++++++++++++++++++++--------
 dlls/wined3d/wined3d_private.h |    4 +-
 3 files changed, 248 insertions(+), 204 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 5c95f32..75d4c9c 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1083,73 +1083,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
         WINED3DPOOL Pool, IWineD3DTexture **ppTexture, IUnknown *parent)
 {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
-    const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapter->gl_info);
     IWineD3DTextureImpl *object;
-    unsigned int i;
-    UINT tmpW;
-    UINT tmpH;
     HRESULT hr;
-    unsigned int pow2Width;
-    unsigned int pow2Height;
 
     TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
     TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n",
             Format, debug_d3dformat(Format), Pool, ppTexture, parent);
 
-    /* TODO: It should only be possible to create textures for formats
-             that are reported as supported */
-    if (WINED3DFMT_UNKNOWN >= Format) {
-        WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
-        return WINED3DERR_INVALIDCALL;
-    }
-
-    /* Non-power2 support */
-    if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
-    {
-        pow2Width = Width;
-        pow2Height = Height;
-    }
-    else
-    {
-        /* Find the nearest pow2 match */
-        pow2Width = pow2Height = 1;
-        while (pow2Width < Width) pow2Width <<= 1;
-        while (pow2Height < Height) pow2Height <<= 1;
-
-        if (pow2Width != Width || pow2Height != Height)
-        {
-            if (Levels > 1)
-            {
-                WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support\n");
-                return WINED3DERR_INVALIDCALL;
-            }
-            Levels = 1;
-        }
-    }
-
-    /* Calculate levels for mip mapping */
-    if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
-    {
-        if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
-        {
-            WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
-            return WINED3DERR_INVALIDCALL;
-        }
-
-        if (Levels > 1)
-        {
-            WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
-            return WINED3DERR_INVALIDCALL;
-        }
-
-        Levels = 1;
-    }
-    else if (!Levels)
-    {
-        Levels = wined3d_log2i(max(Width, Height)) + 1;
-        TRACE("Calculated levels = %d\n", Levels);
-    }
-
     object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
     if (!object)
     {
@@ -1159,103 +1099,20 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
     }
 
     object->lpVtbl = &IWineD3DTexture_Vtbl;
-    hr = basetexture_init((IWineD3DBaseTextureImpl *)object, Levels,
-            WINED3DRTYPE_TEXTURE, This, 0, Usage, format_desc, Pool, parent);
+
+    hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent);
     if (FAILED(hr))
     {
-        WARN("Failed to initialize basetexture, returning %#x\n", hr);
+        WARN("Failed to initialize texture, returning %#x\n", hr);
         HeapFree(GetProcessHeap(), 0, object);
         *ppTexture = NULL;
         return hr;
     }
 
-    TRACE("(%p) : Created basetexture %p\n", This, object);
-
     *ppTexture = (IWineD3DTexture *)object;
 
-    if (object->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
-    {
-        object->baseTexture.minMipLookup = minMipLookup;
-        object->baseTexture.magLookup    = magLookup;
-    } else {
-        object->baseTexture.minMipLookup = minMipLookup_noFilter;
-        object->baseTexture.magLookup    = magLookup_noFilter;
-    }
-
-    /** FIXME: add support for real non-power-two if it's provided by the video card **/
-    /* Precalculated scaling for 'faked' non power of two texture coords.
-       Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
-       is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
-       doesn't work in combination with ARB_TEXTURE_RECTANGLE.
-    */
-    if(GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (Width != pow2Width || Height != pow2Height)) {
-        object->baseTexture.pow2Matrix[0] =  1.0;
-        object->baseTexture.pow2Matrix[5] =  1.0;
-        object->baseTexture.pow2Matrix[10] = 1.0;
-        object->baseTexture.pow2Matrix[15] = 1.0;
-        object->target = GL_TEXTURE_2D;
-        object->cond_np2 = TRUE;
-        object->baseTexture.minMipLookup = minMipLookup_noFilter;
-    } else if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
-       (Width != pow2Width || Height != pow2Height) &&
-       !((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
-    {
-        if ((Width != 1) || (Height != 1)) {
-            object->baseTexture.pow2Matrix_identity = FALSE;
-        }
-
-        object->baseTexture.pow2Matrix[0] =  (float)Width;
-        object->baseTexture.pow2Matrix[5] =  (float)Height;
-        object->baseTexture.pow2Matrix[10] = 1.0;
-        object->baseTexture.pow2Matrix[15] = 1.0;
-        object->target = GL_TEXTURE_RECTANGLE_ARB;
-        object->cond_np2 = TRUE;
-        object->baseTexture.minMipLookup = minMipLookup_noFilter;
-    } else {
-        if ((Width != pow2Width) || (Height != pow2Height)) {
-            object->baseTexture.pow2Matrix_identity = FALSE;
-            object->baseTexture.pow2Matrix[0] =  (((float)Width)  / ((float)pow2Width));
-            object->baseTexture.pow2Matrix[5] =  (((float)Height) / ((float)pow2Height));
-        } else {
-            object->baseTexture.pow2Matrix[0] =  1.0;
-            object->baseTexture.pow2Matrix[5] =  1.0;
-        }
-
-        object->baseTexture.pow2Matrix[10] = 1.0;
-        object->baseTexture.pow2Matrix[15] = 1.0;
-        object->target = GL_TEXTURE_2D;
-        object->cond_np2 = FALSE;
-    }
-    TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]);
-
-    /* Generate all the surfaces */
-    tmpW = Width;
-    tmpH = Height;
-    for (i = 0; i < object->baseTexture.levels; i++)
-    {
-        /* use the callback to create the texture surface */
-        hr = IWineD3DDeviceParent_CreateSurface(This->device_parent, parent, tmpW, tmpH, Format,
-                Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i]);
-        if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
-            FIXME("Failed to create surface  %p\n", object);
-            /* clean up */
-            object->surfaces[i] = NULL;
-            IWineD3DTexture_Release((IWineD3DTexture *)object);
-
-            *ppTexture = NULL;
-            return hr;
-        }
-
-        IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
-        TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
-        surface_set_texture_target(object->surfaces[i], object->target);
-        /* calculate the next mipmap level */
-        tmpW = max(1, tmpW >> 1);
-        tmpH = max(1, tmpH >> 1);
-    }
-    object->baseTexture.internal_preload = texture_internal_preload;
+    TRACE("(%p) : Created texture %p\n", This, object);
 
-    TRACE("(%p) : Created  texture %p\n", This, object);
     return WINED3D_OK;
 }
 
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 5e50e26..05e29bb 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -25,7 +25,80 @@
 #include "wined3d_private.h"
 
 WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
-#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
+#define GLINFO_LOCATION (*gl_info)
+
+static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
+{
+    /* Override the IWineD3DResource PreLoad method. */
+    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
+    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+    unsigned int i;
+    BOOL srgb_mode;
+    BOOL *dirty;
+
+    TRACE("(%p) : About to load texture.\n", This);
+
+    switch (srgb)
+    {
+        case SRGB_RGB:
+            srgb_mode = FALSE;
+            break;
+
+        case SRGB_BOTH:
+            texture_internal_preload(iface, SRGB_RGB);
+            /* Fallthrough */
+
+        case SRGB_SRGB:
+            srgb_mode = TRUE;
+            break;
+
+        default:
+            srgb_mode = This->baseTexture.is_srgb;
+            break;
+    }
+    dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
+
+    if (!device->isInDraw)
+    {
+        /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture,
+         * thus no danger of recursive calls. */
+        ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+    }
+
+    if (This->resource.format_desc->format == WINED3DFMT_P8
+            || This->resource.format_desc->format == WINED3DFMT_A8P8)
+    {
+        for (i = 0; i < This->baseTexture.levels; ++i)
+        {
+            if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i]))
+            {
+                TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
+                /* TODO: This is not necessarily needed with hw palettized texture support. */
+                IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
+                /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
+                IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
+            }
+        }
+    }
+
+    /* If the texture is marked dirty or the srgb sampler setting has changed
+     * since the last load then reload the surfaces. */
+    if (*dirty)
+    {
+        for (i = 0; i < This->baseTexture.levels; ++i)
+        {
+            IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
+        }
+    }
+    else
+    {
+        TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
+    }
+
+    /* No longer dirty. */
+    *dirty = FALSE;
+}
 
 static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb)
 {
@@ -51,9 +124,176 @@ static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN su
     basetexture_cleanup((IWineD3DBaseTexture *)This);
 }
 
+HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
+        IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
+{
+    const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
+    const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
+    UINT pow2_width, pow2_height;
+    UINT tmp_w, tmp_h;
+    unsigned int i;
+    HRESULT hr;
+
+    /* TODO: It should only be possible to create textures for formats
+     * that are reported as supported. */
+    if (WINED3DFMT_UNKNOWN >= format)
+    {
+        WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
+        return WINED3DERR_INVALIDCALL;
+    }
+
+    /* Non-power2 support. */
+    if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
+    {
+        pow2_width = width;
+        pow2_height = height;
+    }
+    else
+    {
+        /* Find the nearest pow2 match. */
+        pow2_width = pow2_height = 1;
+        while (pow2_width < width) pow2_width <<= 1;
+        while (pow2_height < height) pow2_height <<= 1;
+
+        if (pow2_width != width || pow2_height != height)
+        {
+            if (levels > 1)
+            {
+                WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
+                return WINED3DERR_INVALIDCALL;
+            }
+            levels = 1;
+        }
+    }
+
+    /* Calculate levels for mip mapping. */
+    if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
+    {
+        if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
+        {
+            WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
+            return WINED3DERR_INVALIDCALL;
+        }
+
+        if (levels > 1)
+        {
+            WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
+            return WINED3DERR_INVALIDCALL;
+        }
+
+        levels = 1;
+    }
+    else if (!levels)
+    {
+        levels = wined3d_log2i(max(width, height)) + 1;
+        TRACE("Calculated levels = %u.\n", levels);
+    }
+
+    hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
+            WINED3DRTYPE_TEXTURE, device, 0, usage, format_desc, pool, parent);
+    if (FAILED(hr))
+    {
+        WARN("Failed to initialize basetexture, returning %#x.\n", hr);
+        return hr;
+    }
+
+    if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
+    {
+        texture->baseTexture.minMipLookup = minMipLookup;
+        texture->baseTexture.magLookup = magLookup;
+    }
+    else
+    {
+        texture->baseTexture.minMipLookup = minMipLookup_noFilter;
+        texture->baseTexture.magLookup = magLookup_noFilter;
+    }
+
+    /* Precalculated scaling for 'faked' non power of two texture coords.
+     * Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
+     * is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
+     * doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
+    if (GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (width != pow2_width || height != pow2_height))
+    {
+        texture->baseTexture.pow2Matrix[0] = 1.0;
+        texture->baseTexture.pow2Matrix[5] = 1.0;
+        texture->baseTexture.pow2Matrix[10] = 1.0;
+        texture->baseTexture.pow2Matrix[15] = 1.0;
+        texture->target = GL_TEXTURE_2D;
+        texture->cond_np2 = TRUE;
+        texture->baseTexture.minMipLookup = minMipLookup_noFilter;
+    }
+    else if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE) && (width != pow2_width || height != pow2_height)
+            && !((format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
+            && (wined3d_settings.rendertargetlock_mode == RTL_READTEX
+            || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
+    {
+        if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
+
+        texture->baseTexture.pow2Matrix[0] = (float)width;
+        texture->baseTexture.pow2Matrix[5] = (float)height;
+        texture->baseTexture.pow2Matrix[10] = 1.0;
+        texture->baseTexture.pow2Matrix[15] = 1.0;
+        texture->target = GL_TEXTURE_RECTANGLE_ARB;
+        texture->cond_np2 = TRUE;
+        texture->baseTexture.minMipLookup = minMipLookup_noFilter;
+    }
+    else
+    {
+        if ((width != pow2_width) || (height != pow2_height))
+        {
+            texture->baseTexture.pow2Matrix_identity = FALSE;
+            texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
+            texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
+        }
+        else
+        {
+            texture->baseTexture.pow2Matrix[0] = 1.0;
+            texture->baseTexture.pow2Matrix[5] = 1.0;
+        }
+
+        texture->baseTexture.pow2Matrix[10] = 1.0;
+        texture->baseTexture.pow2Matrix[15] = 1.0;
+        texture->target = GL_TEXTURE_2D;
+        texture->cond_np2 = FALSE;
+    }
+    TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
+
+    /* Generate all the surfaces. */
+    tmp_w = width;
+    tmp_h = height;
+    for (i = 0; i < texture->baseTexture.levels; ++i)
+    {
+        /* Use the callback to create the texture surface. */
+        hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
+                usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
+        if (FAILED(hr) || ((IWineD3DSurfaceImpl *)texture->surfaces[i])->Flags & SFLAG_OVERSIZE)
+        {
+            FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
+            texture->surfaces[i] = NULL;
+            texture_cleanup(texture, D3DCB_DefaultDestroySurface);
+            return hr;
+        }
+
+        IWineD3DSurface_SetContainer(texture->surfaces[i], (IWineD3DBase *)texture);
+        TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[i]);
+        surface_set_texture_target(texture->surfaces[i], texture->target);
+        /* Calculate the next mipmap level. */
+        tmp_w = max(1, tmp_w >> 1);
+        tmp_h = max(1, tmp_h >> 1);
+    }
+    texture->baseTexture.internal_preload = texture_internal_preload;
+
+    return WINED3D_OK;
+}
+
+#undef GLINFO_LOCATION
+
 /* *******************************************
    IWineD3DTexture IUnknown parts follow
    ******************************************* */
+
+#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
 static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
 {
     IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
@@ -116,61 +356,6 @@ static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
     return resource_get_priority((IWineD3DResource *)iface);
 }
 
-void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
-
-    /* Override the IWineD3DResource PreLoad method */
-    unsigned int i;
-    IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
-    IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
-    BOOL srgb_mode;
-    BOOL *dirty;
-
-    TRACE("(%p) : About to load texture\n", This);
-
-    switch(srgb) {
-        case SRGB_RGB:      srgb_mode = FALSE; break;
-        case SRGB_BOTH:     texture_internal_preload(iface, SRGB_RGB);
-        case SRGB_SRGB:     srgb_mode = TRUE; break;
-        /* DONTKNOW, and shut up the compiler */
-        default:            srgb_mode = This->baseTexture.is_srgb; break;
-    }
-    dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
-
-    if(!device->isInDraw) {
-        /* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
-         * recursive calls
-         */
-        ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
-    }
-
-    if (This->resource.format_desc->format == WINED3DFMT_P8
-            || This->resource.format_desc->format == WINED3DFMT_A8P8)
-    {
-        for (i = 0; i < This->baseTexture.levels; i++) {
-            if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
-                TRACE("Reloading surface because the d3d8/9 palette was changed\n");
-                /* TODO: This is not necessarily needed with hw palettized texture support */
-                IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
-                /* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
-                IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
-            }
-        }
-    }
-    /* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
-    if (*dirty) {
-        for (i = 0; i < This->baseTexture.levels; i++) {
-            IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
-        }
-    } else {
-        TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
-    }
-
-    /* No longer dirty */
-    *dirty = FALSE;
-
-    return ;
-}
-
 static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
     texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
 }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 42c769c..a3bb0ce 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1712,7 +1712,6 @@ typedef struct IWineD3DBaseTextureClass
     void                    (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
 } IWineD3DBaseTextureClass;
 
-void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
 void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
 void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
 void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
@@ -1767,6 +1766,9 @@ typedef struct IWineD3DTextureImpl
 
 extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
 
+HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
+        IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
+
 /*****************************************************************************
  * IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
  */
-- 
1.6.0.6



--------------000002000905020204070806--



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