[PATCH 3/5] wined3d: Use wined3d_texture_get_sub_resource_target() in wined3d_texture_allocate_gl_mutable_storage().
Henri Verbeet
hverbeet at codeweavers.com
Wed Feb 21 00:55:29 CST 2018
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/texture.c | 20 +++++++++++---------
1 file changed, 11 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 94d6a98..1e34299 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -492,7 +492,7 @@ static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *
GLenum gl_internal_format, const struct wined3d_format *format,
const struct wined3d_gl_info *gl_info)
{
- unsigned int i, sub_call_count;
+ unsigned int i, level, sub_call_count;
sub_call_count = texture->level_count;
if (texture->target != GL_TEXTURE_2D_ARRAY)
@@ -502,29 +502,31 @@ static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *
{
struct wined3d_surface *surface = texture->sub_resources[i].u.surface;
GLsizei width, height;
+ GLenum target;
- width = wined3d_texture_get_level_pow2_width(texture, surface->texture_level);
- height = wined3d_texture_get_level_pow2_height(texture, surface->texture_level);
+ level = surface->texture_level;
+ width = wined3d_texture_get_level_pow2_width(texture, level);
+ height = wined3d_texture_get_level_pow2_height(texture, level);
if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
{
height *= format->height_scale.numerator;
height /= format->height_scale.denominator;
}
+ target = wined3d_texture_get_sub_resource_target(texture, i);
TRACE("surface %p, target %#x, level %u, width %u, height %u.\n",
- surface, surface->texture_target, surface->texture_level, width, height);
+ surface, target, level, width, height);
if (texture->target == GL_TEXTURE_2D_ARRAY)
{
- GL_EXTCALL(glTexImage3D(surface->texture_target, surface->texture_level,
- gl_internal_format, width, height, texture->layer_count, 0,
- format->glFormat, format->glType, NULL));
+ GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height,
+ texture->layer_count, 0, format->glFormat, format->glType, NULL));
checkGLcall("glTexImage3D");
}
else
{
- gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
- gl_internal_format, width, height, 0, format->glFormat, format->glType, NULL);
+ gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format,
+ width, height, 0, format->glFormat, format->glType, NULL);
checkGLcall("glTexImage2D");
}
}
--
2.1.4
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