[PATCH 3/7] wined3d: Implement the initial texture data upload on top of wined3d_device_update_sub_resource().
Henri Verbeet
hverbeet at codeweavers.com
Tue Sep 20 04:41:37 CDT 2016
The idea is that wined3d_device_update_sub_resource() would get sent through
the command stream, while the current implementation wouldn't.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/texture.c | 15 ++-------------
1 file changed, 2 insertions(+), 13 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index a13f2c6..8e5a5f1 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -2821,7 +2821,6 @@ HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct
if (data)
{
unsigned int sub_count = level_count * layer_count;
- struct wined3d_context *context;
unsigned int i;
for (i = 0; i < sub_count; ++i)
@@ -2835,21 +2834,11 @@ HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct
}
}
- context = context_acquire(device, NULL);
-
- wined3d_texture_prepare_texture(object, context, FALSE);
- wined3d_texture_bind_and_dirtify(object, context, FALSE);
-
for (i = 0; i < sub_count; ++i)
{
- const struct wined3d_const_bo_address addr = {0, data[i].data};
-
- wined3d_texture_upload_data(object, i, context, &addr, data[i].row_pitch, data[i].slice_pitch);
- wined3d_texture_validate_location(object, i, WINED3D_LOCATION_TEXTURE_RGB);
- wined3d_texture_invalidate_location(object, i, ~WINED3D_LOCATION_TEXTURE_RGB);
+ wined3d_device_update_sub_resource(device, &object->resource,
+ i, NULL, data[i].data, data[i].row_pitch, data[i].slice_pitch);
}
-
- context_release(context);
}
TRACE("Created texture %p.\n", object);
--
2.1.4
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