wined3d: Introduce surface_prepare_texture().
Similar to surface_prepare_system_memory(). In the long term we'll probably want to move the whole location management to resource.c and unify buffers and textures there.
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@ -1253,6 +1253,34 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
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TRACE("Updated target %d\n", This->texture_target);
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}
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/* Context activation is done by the caller. */
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static void surface_prepare_texture(IWineD3DSurfaceImpl *surface, BOOL srgb)
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{
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DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
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GLenum format, internal, type;
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GLsizei width, height;
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CONVERT_TYPES convert;
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int bpp;
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if (surface->Flags & alloc_flag) return;
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d3dfmt_get_conv(surface, TRUE, TRUE, &format, &internal, &type, &convert, &bpp, srgb);
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if ((surface->Flags & SFLAG_NONPOW2) && !(surface->Flags & SFLAG_OVERSIZE))
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{
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width = surface->pow2Width;
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height = surface->pow2Height;
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}
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else
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{
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width = surface->glRect.right - surface->glRect.left;
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height = surface->glRect.bottom - surface->glRect.top;
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}
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surface_bind_and_dirtify(surface, srgb);
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surface_allocate_surface(surface, internal, width, height, format, type);
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surface->Flags |= alloc_flag;
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}
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static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This)
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{
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IWineD3DDeviceImpl *device = This->resource.device;
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@ -4971,7 +4999,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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{
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/* Upload from system memory */
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BOOL srgb = flag == SFLAG_INSRGBTEX;
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DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
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struct wined3d_context *context = NULL;
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d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */,
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@ -4998,6 +5025,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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}
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if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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surface_prepare_texture(This, srgb);
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surface_bind_and_dirtify(This, srgb);
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if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
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@ -5052,10 +5081,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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if ((This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE)) {
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TRACE("non power of two support\n");
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if(!(This->Flags & alloc_flag)) {
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surface_allocate_surface(This, internal, This->pow2Width, This->pow2Height, format, type);
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This->Flags |= alloc_flag;
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}
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if (mem || (This->Flags & SFLAG_PBO)) {
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surface_upload_data(This, internal, This->currentDesc.Width, This->currentDesc.Height, format, type, mem);
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}
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@ -5063,10 +5088,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
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/* When making the realloc conditional, keep in mind that GL_APPLE_client_storage may be in use, and This->resource.allocatedMemory
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* changed. So also keep track of memory changes. In this case the texture has to be reallocated
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*/
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if(!(This->Flags & alloc_flag)) {
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surface_allocate_surface(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type);
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This->Flags |= alloc_flag;
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}
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if (mem || (This->Flags & SFLAG_PBO)) {
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surface_upload_data(This, internal, This->glRect.right - This->glRect.left, This->glRect.bottom - This->glRect.top, format, type, mem);
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}
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