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wined3d: Separate volume allocation and loading.
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@ -78,7 +78,20 @@ void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture
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}
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/* Context activation is done by the caller. */
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void wined3d_volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
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static void wined3d_volume_allocate_texture(const struct wined3d_volume *volume,
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const struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_format *format = volume->resource.format;
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GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level, format->glInternal,
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volume->resource.width, volume->resource.height, volume->resource.depth,
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0, format->glFormat, format->glType, NULL));
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checkGLcall("glTexImage3D");
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}
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/* Context activation is done by the caller. */
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void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_format *format = volume->resource.format;
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@ -89,19 +102,28 @@ void wined3d_volume_load(const struct wined3d_volume *volume, struct wined3d_con
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volume_bind_and_dirtify(volume, context);
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GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level, format->glInternal,
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if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
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{
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wined3d_volume_allocate_texture(volume, context);
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volume->flags |= WINED3D_VFLAG_ALLOCATED;
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}
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GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
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volume->resource.width, volume->resource.height, volume->resource.depth,
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0, format->glFormat, format->glType, volume->resource.allocatedMemory));
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checkGLcall("glTexImage3D");
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format->glFormat, format->glType, volume->resource.allocatedMemory));
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checkGLcall("glTexSubImage3D");
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}
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/* Do not call while under the GL lock. */
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static void volume_unload(struct wined3d_resource *resource)
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{
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struct wined3d_volume *volume = volume_from_resource(resource);
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TRACE("texture %p.\n", resource);
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/* The whole content is shadowed on This->resource.allocatedMemory, and
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* the texture name is managed by the VolumeTexture container. */
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volume->flags &= ~WINED3D_VFLAG_ALLOCATED;
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resource_unload(resource);
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}
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@ -2051,6 +2051,7 @@ void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
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void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
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#define WINED3D_VFLAG_LOCKED 0x00000001
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#define WINED3D_VFLAG_ALLOCATED 0x00000002
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struct wined3d_volume
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{
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@ -2070,7 +2071,7 @@ static inline struct wined3d_volume *volume_from_resource(struct wined3d_resourc
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}
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void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
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void wined3d_volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode) DECLSPEC_HIDDEN;
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void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode) DECLSPEC_HIDDEN;
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void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
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struct wined3d_surface_dib
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