Henri Verbeet : wined3d: Make sure all texture levels are allocated in surface_prepare_texture().
Alexandre Julliard
julliard at winehq.org
Sun Apr 25 20:01:47 CDT 2010
Module: wine
Branch: master
Commit: 9308c5499fa1f13ca5fff58f22a95ba60aa54726
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9308c5499fa1f13ca5fff58f22a95ba60aa54726
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Apr 22 18:55:58 2010 +0200
wined3d: Make sure all texture levels are allocated in surface_prepare_texture().
This fixes a regression introduced by commit
af7dfcd378739127c50aa95ce40b13eb3d1950cf.
---
dlls/wined3d/surface.c | 28 +++++++++++++++++++++++++++-
1 files changed, 27 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 0818ce9..7d6d175 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1563,7 +1563,8 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
}
/* Context activation is done by the caller. */
-void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
+static void surface_prepare_texture_internal(IWineD3DSurfaceImpl *surface,
+ const struct wined3d_gl_info *gl_info, BOOL srgb)
{
DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
CONVERT_TYPES convert;
@@ -1580,6 +1581,31 @@ void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_
surface->Flags |= alloc_flag;
}
+/* Context activation is done by the caller. */
+void surface_prepare_texture(IWineD3DSurfaceImpl *surface, const struct wined3d_gl_info *gl_info, BOOL srgb)
+{
+ IWineD3DBaseTextureImpl *texture;
+
+ if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
+ &IID_IWineD3DBaseTexture, (void **)&texture)))
+ {
+ UINT sub_count = texture->baseTexture.level_count * texture->baseTexture.layer_count;
+ UINT i;
+
+ TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
+
+ for (i = 0; i < sub_count; ++i)
+ {
+ IWineD3DSurfaceImpl *s = (IWineD3DSurfaceImpl *)texture->baseTexture.sub_resources[i];
+ surface_prepare_texture_internal(s, gl_info, srgb);
+ }
+
+ IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
+ }
+
+ surface_prepare_texture_internal(surface, gl_info, srgb);
+}
+
static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
{
IWineD3DDeviceImpl *device = This->resource.device;
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