Roderick Colenbrander : wined3d: Add pbo support for compressed textures.
Alexandre Julliard
julliard at winehq.org
Mon Sep 17 07:59:49 CDT 2007
Module: wine
Branch: master
Commit: 2374c456bcb0d7f0a86821ebda645f7332214e57
URL: http://source.winehq.org/git/wine.git/?a=commit;h=2374c456bcb0d7f0a86821ebda645f7332214e57
Author: Roderick Colenbrander <thunderbird2k at gmx.net>
Date: Sun Sep 16 13:36:35 2007 +0200
wined3d: Add pbo support for compressed textures.
---
dlls/wined3d/surface.c | 24 +++++++++++++++++++-----
1 files changed, 19 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 948b9bd..fc0ba4a 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -170,15 +170,29 @@ static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsi
This->Flags |= SFLAG_CLIENT;
}
- TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
- ENTER_GL();
/* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
* glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
* function uses glCompressedTexImage2D instead of the SubImage call
*/
- GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
- width, height, 0 /* border */, This->resource.size, data));
- checkGLcall("glCompressedTexSubImage2D");
+ TRACE("(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p\n", This, width, height, data);
+ ENTER_GL();
+
+ if(This->Flags & SFLAG_PBO) {
+ GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
+ checkGLcall("glBindBufferARB");
+ TRACE("(%p) pbo: %#x, data: %p\n", This, This->pbo, data);
+
+ GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
+ width, height, 0 /* border */, This->resource.size, NULL));
+ checkGLcall("glCompressedTexSubImage2D");
+
+ GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
+ checkGLcall("glBindBufferARB");
+ } else {
+ GL_EXTCALL(glCompressedTexImage2DARB(This->glDescription.target, This->glDescription.level, internal,
+ width, height, 0 /* border */, This->resource.size, data));
+ checkGLcall("glCompressedTexSubImage2D");
+ }
LEAVE_GL();
}
} else {
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