Matteo Bruni : wined3d: Directly use the core version of glTex[Sub] Image3D.

Alexandre Julliard julliard at wine.codeweavers.com
Mon Feb 9 09:54:48 CST 2015


Module: wine
Branch: master
Commit: 1aa50154673f1ecedc28ead26a899b369e17c567
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=1aa50154673f1ecedc28ead26a899b369e17c567

Author: Matteo Bruni <mbruni at codeweavers.com>
Date:   Fri Feb  6 15:25:31 2015 +0100

wined3d: Directly use the core version of glTex[Sub]Image3D.

---

 dlls/wined3d/device.c  | 2 +-
 dlls/wined3d/directx.c | 6 ++++--
 dlls/wined3d/texture.c | 2 +-
 dlls/wined3d/volume.c  | 2 +-
 4 files changed, 7 insertions(+), 5 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index bd57d61..649f324 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -684,7 +684,7 @@ static void create_dummy_textures(struct wined3d_device *device, struct wined3d_
             gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
             checkGLcall("glBindTexture");
 
-            GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
+            GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
             checkGLcall("glTexImage3D");
         }
 
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index c09fd25..bacddc9 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2920,6 +2920,8 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
     USE_GL_FUNC(glShaderSource)             /* OpenGL 2.0 */
     USE_GL_FUNC(glStencilFuncSeparate)      /* OpenGL 2.0 */
     USE_GL_FUNC(glStencilOpSeparate)        /* OpenGL 2.0 */
+    USE_GL_FUNC(glTexImage3D)               /* OpenGL 1.2 */
+    USE_GL_FUNC(glTexSubImage3D)            /* OpenGL 1.2 */
     USE_GL_FUNC(glUniform1f)                /* OpenGL 2.0 */
     USE_GL_FUNC(glUniform1fv)               /* OpenGL 2.0 */
     USE_GL_FUNC(glUniform1i)                /* OpenGL 2.0 */
@@ -3027,6 +3029,8 @@ static void load_gl_funcs(struct wined3d_gl_info *gl_info)
     MAP_GL_FUNCTION(glLinkProgram, glLinkProgramARB);
     MAP_GL_FUNCTION(glMapBuffer, glMapBufferARB);
     MAP_GL_FUNCTION_CAST(glShaderSource, glShaderSourceARB);
+    MAP_GL_FUNCTION_CAST(glTexImage3D, glTexImage3DEXT);
+    MAP_GL_FUNCTION(glTexSubImage3D, glTexSubImage3DEXT);
     MAP_GL_FUNCTION(glUniform1f, glUniform1fARB);
     MAP_GL_FUNCTION(glUniform1fv, glUniform1fvARB);
     MAP_GL_FUNCTION(glUniform1i, glUniform1iARB);
@@ -3384,8 +3388,6 @@ static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
     if (!gl_info->supported[EXT_TEXTURE3D] && gl_version >= MAKEDWORD_VERSION(1, 2))
     {
         TRACE("GL CORE: GL_EXT_texture3D support.\n");
-        gl_info->gl_ops.ext.p_glTexImage3DEXT = (void *)gl_info->gl_ops.ext.p_glTexImage3D;
-        gl_info->gl_ops.ext.p_glTexSubImage3DEXT = gl_info->gl_ops.ext.p_glTexSubImage3D;
         gl_info->supported[EXT_TEXTURE3D] = TRUE;
     }
 
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 06e5681..57c8ef7 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1277,7 +1277,7 @@ static void texture3d_prepare_texture(struct wined3d_texture *texture, struct wi
             volume->flags |= WINED3D_VFLAG_CLIENT_STORAGE;
         }
 
-        GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level,
+        GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, volume->texture_level,
                 srgb ? format->glGammaInternal : format->glInternal,
                 volume->resource.width, volume->resource.height, volume->resource.depth,
                 0, format->glFormat, format->glType, mem));
diff --git a/dlls/wined3d/volume.c b/dlls/wined3d/volume.c
index f2dd9e9..0d13dd0 100644
--- a/dlls/wined3d/volume.c
+++ b/dlls/wined3d/volume.c
@@ -109,7 +109,7 @@ void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wine
         checkGLcall("glBindBuffer");
     }
 
-    GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
+    GL_EXTCALL(glTexSubImage3D(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
             width, height, depth,
             format->glFormat, format->glType, mem));
     checkGLcall("glTexSubImage3D");




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