wined3d: Explicitly calculate the sub-resource level in wined3d_texture_allocate_gl_mutable_storage().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-03-02 12:10:48 +03:30 committed by Alexandre Julliard
parent 365948bf70
commit 6639ce4b09

View file

@ -492,42 +492,42 @@ 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, level, sub_call_count;
unsigned int level, level_count, layer, layer_count;
GLsizei width, height;
GLenum target;
sub_call_count = texture->level_count;
if (texture->target != GL_TEXTURE_2D_ARRAY)
sub_call_count *= texture->layer_count;
level_count = texture->level_count;
layer_count = texture->target == GL_TEXTURE_2D_ARRAY ? 1 : texture->layer_count;
for (i = 0; i < sub_call_count; ++i)
for (layer = 0; layer < layer_count; ++layer)
{
struct wined3d_surface *surface = texture->sub_resources[i].u.surface;
GLsizei width, height;
GLenum target;
target = wined3d_texture_get_sub_resource_target(texture, layer * level_count);
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)
for (level = 0; level < level_count; ++level)
{
height *= format->height_scale.numerator;
height /= format->height_scale.denominator;
}
target = wined3d_texture_get_sub_resource_target(texture, i);
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;
}
TRACE("surface %p, target %#x, level %u, width %u, height %u.\n",
surface, target, level, width, height);
TRACE("texture %p, layer %u, level %u, target %#x, width %u, height %u.\n",
texture, layer, level, target, width, height);
if (texture->target == GL_TEXTURE_2D_ARRAY)
{
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(target, level, gl_internal_format,
width, height, 0, format->glFormat, format->glType, NULL);
checkGLcall("glTexImage2D");
if (texture->target == GL_TEXTURE_2D_ARRAY)
{
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(target, level, gl_internal_format,
width, height, 0, format->glFormat, format->glType, NULL);
checkGLcall("glTexImage2D");
}
}
}
}