[2/3] d3dx9: Implement D3DXCreateTextureFromFileInMemoryEx

Henri Verbeet hverbeet at gmail.com
Tue Aug 31 07:09:06 CDT 2010


On 26 July 2010 23:05, Owen Rudge <owen at owenrudge.net> wrote:
> +    if ((filter & 0xFFFF) > D3DX_FILTER_BOX && filter != D3DX_DEFAULT)
> +        return D3DERR_INVALIDCALL;
> +
> +    if ((mipfilter & 0xFFFF) > D3DX_FILTER_BOX && mipfilter != D3DX_DEFAULT)
> +        return D3DERR_INVALIDCALL;
> +
> +    if (!filter || !mipfilter)
> +        return D3DERR_INVALIDCALL;
I think those should be handled implicitly by
D3DXLoadSurfaceFromFileInMemory() / D3DXFilterTexture().

> +    if (filter == D3DX_DEFAULT)
> +        filter = D3DX_FILTER_TRIANGLE | D3DX_FILTER_DITHER;
> +
> +    if (mipfilter == D3DX_DEFAULT)
> +        mipfilter = D3DX_FILTER_BOX;
Same.

> +    if (width == 0 || width == D3DX_DEFAULT_NONPOW2)
> +        width = imginfo.Width;
Probably depends on the device supporting NPOT textures again.

> +    if ((pool != D3DPOOL_DEFAULT) && (usage != D3DUSAGE_DYNAMIC))
Dynamic textures are a device capability.

(Yeah, this is a mostly unchanged copy of my earlier comments.)



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