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.
This commit is contained in:
Henri Verbeet 2010-02-03 18:17:57 +01:00 committed by Alexandre Julliard
parent b0583a2410
commit 02e0b3ae1a
1 changed files with 30 additions and 9 deletions

View File

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