[PATCH 3/5] wined3d: Upload only a single sub-resource in wined3d_texture_upload_data().
Henri Verbeet
hverbeet at codeweavers.com
Fri Jul 29 05:34:32 CDT 2016
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/texture.c | 73 +++++++++++++++++++++++++-------------------------
1 file changed, 36 insertions(+), 37 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 0c1fa05..4a9ed42 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1426,40 +1426,12 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
return WINED3D_OK;
}
-static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
- const struct wined3d_sub_resource_data *data)
+static void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
+ const struct wined3d_context *context, const struct wined3d_const_bo_address *data,
+ unsigned int row_pitch, unsigned int slice_pitch)
{
- unsigned int sub_count = texture->level_count * texture->layer_count;
- struct wined3d_context *context;
- unsigned int i;
-
- for (i = 0; i < sub_count; ++i)
- {
- if (!data[i].data)
- {
- WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
- return E_INVALIDARG;
- }
- }
-
- context = context_acquire(texture->resource.device, NULL);
-
- wined3d_texture_prepare_texture(texture, context, FALSE);
- wined3d_texture_bind_and_dirtify(texture, context, FALSE);
-
- for (i = 0; i < sub_count; ++i)
- {
- const struct wined3d_const_bo_address addr = {0, data[i].data};
-
- texture->texture_ops->texture_upload_data(texture, i, context,
- &addr, data[i].row_pitch, data[i].slice_pitch);
- wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_TEXTURE_RGB);
- wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_TEXTURE_RGB);
- }
-
- context_release(context);
-
- return WINED3D_OK;
+ texture->texture_ops->texture_upload_data(texture, sub_resource_idx,
+ context, data, row_pitch, slice_pitch);
}
static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
@@ -2783,11 +2755,38 @@ HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct
/* FIXME: We'd like to avoid ever allocating system memory for the texture
* in this case. */
- if (data && FAILED(hr = wined3d_texture_upload_data(object, data)))
+ if (data)
{
- wined3d_texture_cleanup_sync(object);
- HeapFree(GetProcessHeap(), 0, object);
- return hr;
+ unsigned int sub_count = level_count * layer_count;
+ struct wined3d_context *context;
+ unsigned int i;
+
+ for (i = 0; i < sub_count; ++i)
+ {
+ if (!data[i].data)
+ {
+ WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
+ wined3d_texture_cleanup_sync(object);
+ HeapFree(GetProcessHeap(), 0, object);
+ return E_INVALIDARG;
+ }
+ }
+
+ context = context_acquire(device, NULL);
+
+ wined3d_texture_prepare_texture(object, context, FALSE);
+ wined3d_texture_bind_and_dirtify(object, context, FALSE);
+
+ for (i = 0; i < sub_count; ++i)
+ {
+ const struct wined3d_const_bo_address addr = {0, data[i].data};
+
+ wined3d_texture_upload_data(object, i, context, &addr, data[i].row_pitch, data[i].slice_pitch);
+ wined3d_texture_validate_location(object, i, WINED3D_LOCATION_TEXTURE_RGB);
+ wined3d_texture_invalidate_location(object, i, ~WINED3D_LOCATION_TEXTURE_RGB);
+ }
+
+ context_release(context);
}
TRACE("Created texture %p.\n", object);
--
2.1.4
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