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wined3d: Introduce texture_init() to handle most of the 2D texture initialization.
This commit is contained in:
parent
2d83c1d7e3
commit
5171a65d81
@ -1083,73 +1083,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
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WINED3DPOOL Pool, IWineD3DTexture **ppTexture, IUnknown *parent)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapter->gl_info);
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IWineD3DTextureImpl *object;
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unsigned int i;
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UINT tmpW;
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UINT tmpH;
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HRESULT hr;
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unsigned int pow2Width;
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unsigned int pow2Height;
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TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
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TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n",
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Format, debug_d3dformat(Format), Pool, ppTexture, parent);
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/* TODO: It should only be possible to create textures for formats
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that are reported as supported */
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if (WINED3DFMT_UNKNOWN >= Format) {
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WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
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return WINED3DERR_INVALIDCALL;
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}
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/* Non-power2 support */
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if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
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{
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pow2Width = Width;
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pow2Height = Height;
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}
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else
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{
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/* Find the nearest pow2 match */
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pow2Width = pow2Height = 1;
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while (pow2Width < Width) pow2Width <<= 1;
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while (pow2Height < Height) pow2Height <<= 1;
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if (pow2Width != Width || pow2Height != Height)
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{
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if (Levels > 1)
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{
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WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support\n");
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return WINED3DERR_INVALIDCALL;
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}
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Levels = 1;
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}
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}
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/* Calculate levels for mip mapping */
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if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
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{
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if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
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{
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WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (Levels > 1)
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{
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WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
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return WINED3DERR_INVALIDCALL;
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}
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Levels = 1;
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}
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else if (!Levels)
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{
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Levels = wined3d_log2i(max(Width, Height)) + 1;
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TRACE("Calculated levels = %d\n", Levels);
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}
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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if (!object)
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{
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@ -1159,103 +1099,20 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
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}
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object->lpVtbl = &IWineD3DTexture_Vtbl;
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hr = basetexture_init((IWineD3DBaseTextureImpl *)object, Levels,
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WINED3DRTYPE_TEXTURE, This, 0, Usage, format_desc, Pool, parent);
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hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent);
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if (FAILED(hr))
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{
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WARN("Failed to initialize basetexture, returning %#x\n", hr);
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WARN("Failed to initialize texture, returning %#x\n", hr);
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HeapFree(GetProcessHeap(), 0, object);
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*ppTexture = NULL;
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return hr;
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}
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TRACE("(%p) : Created basetexture %p\n", This, object);
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*ppTexture = (IWineD3DTexture *)object;
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if (object->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
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{
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object->baseTexture.minMipLookup = minMipLookup;
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object->baseTexture.magLookup = magLookup;
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} else {
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object->baseTexture.minMipLookup = minMipLookup_noFilter;
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object->baseTexture.magLookup = magLookup_noFilter;
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}
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TRACE("(%p) : Created texture %p\n", This, object);
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/** FIXME: add support for real non-power-two if it's provided by the video card **/
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/* Precalculated scaling for 'faked' non power of two texture coords.
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Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
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is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
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doesn't work in combination with ARB_TEXTURE_RECTANGLE.
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*/
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if(GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (Width != pow2Width || Height != pow2Height)) {
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object->baseTexture.pow2Matrix[0] = 1.0;
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object->baseTexture.pow2Matrix[5] = 1.0;
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object->baseTexture.pow2Matrix[10] = 1.0;
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object->baseTexture.pow2Matrix[15] = 1.0;
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object->target = GL_TEXTURE_2D;
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object->cond_np2 = TRUE;
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object->baseTexture.minMipLookup = minMipLookup_noFilter;
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} else if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
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(Width != pow2Width || Height != pow2Height) &&
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!((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
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{
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if ((Width != 1) || (Height != 1)) {
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object->baseTexture.pow2Matrix_identity = FALSE;
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}
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object->baseTexture.pow2Matrix[0] = (float)Width;
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object->baseTexture.pow2Matrix[5] = (float)Height;
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object->baseTexture.pow2Matrix[10] = 1.0;
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object->baseTexture.pow2Matrix[15] = 1.0;
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object->target = GL_TEXTURE_RECTANGLE_ARB;
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object->cond_np2 = TRUE;
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object->baseTexture.minMipLookup = minMipLookup_noFilter;
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} else {
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if ((Width != pow2Width) || (Height != pow2Height)) {
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object->baseTexture.pow2Matrix_identity = FALSE;
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object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
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object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
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} else {
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object->baseTexture.pow2Matrix[0] = 1.0;
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object->baseTexture.pow2Matrix[5] = 1.0;
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}
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object->baseTexture.pow2Matrix[10] = 1.0;
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object->baseTexture.pow2Matrix[15] = 1.0;
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object->target = GL_TEXTURE_2D;
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object->cond_np2 = FALSE;
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}
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TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]);
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/* Generate all the surfaces */
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tmpW = Width;
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tmpH = Height;
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for (i = 0; i < object->baseTexture.levels; i++)
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{
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/* use the callback to create the texture surface */
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hr = IWineD3DDeviceParent_CreateSurface(This->device_parent, parent, tmpW, tmpH, Format,
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Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i]);
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if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
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FIXME("Failed to create surface %p\n", object);
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/* clean up */
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object->surfaces[i] = NULL;
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IWineD3DTexture_Release((IWineD3DTexture *)object);
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*ppTexture = NULL;
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return hr;
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}
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IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
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TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
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surface_set_texture_target(object->surfaces[i], object->target);
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/* calculate the next mipmap level */
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tmpW = max(1, tmpW >> 1);
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tmpH = max(1, tmpH >> 1);
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}
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object->baseTexture.internal_preload = texture_internal_preload;
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TRACE("(%p) : Created texture %p\n", This, object);
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return WINED3D_OK;
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}
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@ -25,7 +25,80 @@
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_texture);
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#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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#define GLINFO_LOCATION (*gl_info)
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static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb)
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{
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/* Override the IWineD3DResource PreLoad method. */
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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unsigned int i;
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BOOL srgb_mode;
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BOOL *dirty;
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TRACE("(%p) : About to load texture.\n", This);
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switch (srgb)
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{
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case SRGB_RGB:
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srgb_mode = FALSE;
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break;
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case SRGB_BOTH:
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texture_internal_preload(iface, SRGB_RGB);
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/* Fallthrough */
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case SRGB_SRGB:
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srgb_mode = TRUE;
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break;
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default:
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srgb_mode = This->baseTexture.is_srgb;
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break;
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}
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dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
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if (!device->isInDraw)
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{
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/* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture,
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* thus no danger of recursive calls. */
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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}
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if (This->resource.format_desc->format == WINED3DFMT_P8
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|| This->resource.format_desc->format == WINED3DFMT_A8P8)
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{
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for (i = 0; i < This->baseTexture.levels; ++i)
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{
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if (palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i]))
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{
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TRACE("Reloading surface because the d3d8/9 palette was changed.\n");
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/* TODO: This is not necessarily needed with hw palettized texture support. */
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IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
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/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
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IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
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}
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}
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}
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/* If the texture is marked dirty or the srgb sampler setting has changed
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* since the last load then reload the surfaces. */
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if (*dirty)
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{
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for (i = 0; i < This->baseTexture.levels; ++i)
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{
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IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
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}
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}
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else
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{
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TRACE("(%p) Texture not dirty, nothing to do.\n", iface);
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}
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/* No longer dirty. */
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*dirty = FALSE;
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}
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static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN surface_destroy_cb)
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{
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@ -51,9 +124,176 @@ static void texture_cleanup(IWineD3DTextureImpl *This, D3DCB_DESTROYSURFACEFN su
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basetexture_cleanup((IWineD3DBaseTexture *)This);
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}
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HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
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IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent)
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{
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const WineD3D_GL_Info *gl_info = &device->adapter->gl_info;
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const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, gl_info);
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UINT pow2_width, pow2_height;
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UINT tmp_w, tmp_h;
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unsigned int i;
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HRESULT hr;
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/* TODO: It should only be possible to create textures for formats
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* that are reported as supported. */
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if (WINED3DFMT_UNKNOWN >= format)
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{
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WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
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return WINED3DERR_INVALIDCALL;
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}
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/* Non-power2 support. */
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if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO))
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{
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pow2_width = width;
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pow2_height = height;
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}
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else
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{
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/* Find the nearest pow2 match. */
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pow2_width = pow2_height = 1;
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while (pow2_width < width) pow2_width <<= 1;
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while (pow2_height < height) pow2_height <<= 1;
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if (pow2_width != width || pow2_height != height)
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{
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if (levels > 1)
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{
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WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support.\n");
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return WINED3DERR_INVALIDCALL;
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}
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levels = 1;
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}
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}
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/* Calculate levels for mip mapping. */
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if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
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{
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if (!GL_SUPPORT(SGIS_GENERATE_MIPMAP))
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{
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WARN("No mipmap generation support, returning WINED3DERR_INVALIDCALL.\n");
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return WINED3DERR_INVALIDCALL;
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}
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if (levels > 1)
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{
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WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning WINED3DERR_INVALIDCALL.\n");
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return WINED3DERR_INVALIDCALL;
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}
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levels = 1;
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}
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else if (!levels)
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{
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levels = wined3d_log2i(max(width, height)) + 1;
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TRACE("Calculated levels = %u.\n", levels);
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}
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hr = basetexture_init((IWineD3DBaseTextureImpl *)texture, levels,
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WINED3DRTYPE_TEXTURE, device, 0, usage, format_desc, pool, parent);
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if (FAILED(hr))
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{
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WARN("Failed to initialize basetexture, returning %#x.\n", hr);
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return hr;
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}
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if (texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING)
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{
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texture->baseTexture.minMipLookup = minMipLookup;
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texture->baseTexture.magLookup = magLookup;
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}
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else
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{
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texture->baseTexture.minMipLookup = minMipLookup_noFilter;
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texture->baseTexture.magLookup = magLookup_noFilter;
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}
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/* Precalculated scaling for 'faked' non power of two texture coords.
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* Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
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* is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
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* doesn't work in combination with ARB_TEXTURE_RECTANGLE. */
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if (GL_SUPPORT(WINE_NORMALIZED_TEXRECT) && (width != pow2_width || height != pow2_height))
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{
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texture->baseTexture.pow2Matrix[0] = 1.0;
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texture->baseTexture.pow2Matrix[5] = 1.0;
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texture->baseTexture.pow2Matrix[10] = 1.0;
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texture->baseTexture.pow2Matrix[15] = 1.0;
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texture->target = GL_TEXTURE_2D;
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texture->cond_np2 = TRUE;
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texture->baseTexture.minMipLookup = minMipLookup_noFilter;
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}
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else if (GL_SUPPORT(ARB_TEXTURE_RECTANGLE) && (width != pow2_width || height != pow2_height)
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&& !((format_desc->format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE)
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&& (wined3d_settings.rendertargetlock_mode == RTL_READTEX
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|| wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
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{
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if ((width != 1) || (height != 1)) texture->baseTexture.pow2Matrix_identity = FALSE;
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texture->baseTexture.pow2Matrix[0] = (float)width;
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texture->baseTexture.pow2Matrix[5] = (float)height;
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texture->baseTexture.pow2Matrix[10] = 1.0;
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texture->baseTexture.pow2Matrix[15] = 1.0;
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texture->target = GL_TEXTURE_RECTANGLE_ARB;
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texture->cond_np2 = TRUE;
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texture->baseTexture.minMipLookup = minMipLookup_noFilter;
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}
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else
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{
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if ((width != pow2_width) || (height != pow2_height))
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{
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texture->baseTexture.pow2Matrix_identity = FALSE;
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texture->baseTexture.pow2Matrix[0] = (((float)width) / ((float)pow2_width));
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texture->baseTexture.pow2Matrix[5] = (((float)height) / ((float)pow2_height));
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}
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else
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{
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texture->baseTexture.pow2Matrix[0] = 1.0;
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texture->baseTexture.pow2Matrix[5] = 1.0;
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}
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texture->baseTexture.pow2Matrix[10] = 1.0;
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texture->baseTexture.pow2Matrix[15] = 1.0;
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texture->target = GL_TEXTURE_2D;
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texture->cond_np2 = FALSE;
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}
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TRACE("xf(%f) yf(%f)\n", texture->baseTexture.pow2Matrix[0], texture->baseTexture.pow2Matrix[5]);
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/* Generate all the surfaces. */
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tmp_w = width;
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tmp_h = height;
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for (i = 0; i < texture->baseTexture.levels; ++i)
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{
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/* Use the callback to create the texture surface. */
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hr = IWineD3DDeviceParent_CreateSurface(device->device_parent, parent, tmp_w, tmp_h, format_desc->format,
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usage, pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &texture->surfaces[i]);
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if (FAILED(hr) || ((IWineD3DSurfaceImpl *)texture->surfaces[i])->Flags & SFLAG_OVERSIZE)
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{
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FIXME("Failed to create surface %p, hr %#x\n", texture, hr);
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texture->surfaces[i] = NULL;
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texture_cleanup(texture, D3DCB_DefaultDestroySurface);
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return hr;
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}
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|
||||
IWineD3DSurface_SetContainer(texture->surfaces[i], (IWineD3DBase *)texture);
|
||||
TRACE("Created surface level %u @ %p.\n", i, texture->surfaces[i]);
|
||||
surface_set_texture_target(texture->surfaces[i], texture->target);
|
||||
/* Calculate the next mipmap level. */
|
||||
tmp_w = max(1, tmp_w >> 1);
|
||||
tmp_h = max(1, tmp_h >> 1);
|
||||
}
|
||||
texture->baseTexture.internal_preload = texture_internal_preload;
|
||||
|
||||
return WINED3D_OK;
|
||||
}
|
||||
|
||||
#undef GLINFO_LOCATION
|
||||
|
||||
/* *******************************************
|
||||
IWineD3DTexture IUnknown parts follow
|
||||
******************************************* */
|
||||
|
||||
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
|
||||
|
||||
static HRESULT WINAPI IWineD3DTextureImpl_QueryInterface(IWineD3DTexture *iface, REFIID riid, LPVOID *ppobj)
|
||||
{
|
||||
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
|
||||
@ -116,61 +356,6 @@ static DWORD WINAPI IWineD3DTextureImpl_GetPriority(IWineD3DTexture *iface) {
|
||||
return resource_get_priority((IWineD3DResource *)iface);
|
||||
}
|
||||
|
||||
void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
|
||||
|
||||
/* Override the IWineD3DResource PreLoad method */
|
||||
unsigned int i;
|
||||
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
|
||||
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
||||
BOOL srgb_mode;
|
||||
BOOL *dirty;
|
||||
|
||||
TRACE("(%p) : About to load texture\n", This);
|
||||
|
||||
switch(srgb) {
|
||||
case SRGB_RGB: srgb_mode = FALSE; break;
|
||||
case SRGB_BOTH: texture_internal_preload(iface, SRGB_RGB);
|
||||
case SRGB_SRGB: srgb_mode = TRUE; break;
|
||||
/* DONTKNOW, and shut up the compiler */
|
||||
default: srgb_mode = This->baseTexture.is_srgb; break;
|
||||
}
|
||||
dirty = srgb_mode ? &This->baseTexture.srgbDirty : &This->baseTexture.dirty;
|
||||
|
||||
if(!device->isInDraw) {
|
||||
/* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
|
||||
* recursive calls
|
||||
*/
|
||||
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
||||
}
|
||||
|
||||
if (This->resource.format_desc->format == WINED3DFMT_P8
|
||||
|| This->resource.format_desc->format == WINED3DFMT_A8P8)
|
||||
{
|
||||
for (i = 0; i < This->baseTexture.levels; i++) {
|
||||
if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
|
||||
TRACE("Reloading surface because the d3d8/9 palette was changed\n");
|
||||
/* TODO: This is not necessarily needed with hw palettized texture support */
|
||||
IWineD3DSurface_LoadLocation(This->surfaces[i], SFLAG_INSYSMEM, NULL);
|
||||
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
|
||||
IWineD3DSurface_ModifyLocation(This->surfaces[i], SFLAG_INTEXTURE, FALSE);
|
||||
}
|
||||
}
|
||||
}
|
||||
/* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
|
||||
if (*dirty) {
|
||||
for (i = 0; i < This->baseTexture.levels; i++) {
|
||||
IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
|
||||
}
|
||||
} else {
|
||||
TRACE("(%p) Texture not dirty, nothing to do\n" , iface);
|
||||
}
|
||||
|
||||
/* No longer dirty */
|
||||
*dirty = FALSE;
|
||||
|
||||
return ;
|
||||
}
|
||||
|
||||
static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
|
||||
texture_internal_preload((IWineD3DBaseTexture *) iface, SRGB_ANY);
|
||||
}
|
||||
|
@ -1712,7 +1712,6 @@ typedef struct IWineD3DBaseTextureClass
|
||||
void (*internal_preload)(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
|
||||
} IWineD3DBaseTextureClass;
|
||||
|
||||
void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
|
||||
void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
|
||||
void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb);
|
||||
void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb);
|
||||
@ -1767,6 +1766,9 @@ typedef struct IWineD3DTextureImpl
|
||||
|
||||
extern const IWineD3DTextureVtbl IWineD3DTexture_Vtbl;
|
||||
|
||||
HRESULT texture_init(IWineD3DTextureImpl *texture, UINT width, UINT height, UINT levels,
|
||||
IWineD3DDeviceImpl *device, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, IUnknown *parent);
|
||||
|
||||
/*****************************************************************************
|
||||
* IWineD3DCubeTexture implementation structure (extends IWineD3DBaseTextureImpl)
|
||||
*/
|
||||
|
Loading…
x
Reference in New Issue
Block a user