d3d8: Calculate texture levels in d3d8 instead of wined3d.
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@ -1172,6 +1172,9 @@ HRESULT texture_init(struct d3d8_texture *texture, struct d3d8_device *device,
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if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
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surface_flags |= WINED3D_SURFACE_MAPPABLE;
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if (!levels)
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levels = wined3d_log2i(max(width, height)) + 1;
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wined3d_mutex_lock();
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hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags,
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texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
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@ -1214,6 +1217,9 @@ HRESULT cubetexture_init(struct d3d8_texture *texture, struct d3d8_device *devic
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if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
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surface_flags |= WINED3D_SURFACE_MAPPABLE;
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if (!levels)
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levels = wined3d_log2i(edge_length) + 1;
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wined3d_mutex_lock();
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hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags,
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texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
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@ -1252,6 +1258,9 @@ HRESULT volumetexture_init(struct d3d8_texture *texture, struct d3d8_device *dev
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desc.depth = depth;
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desc.size = 0;
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if (!levels)
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levels = wined3d_log2i(max(max(width, height), depth)) + 1;
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wined3d_mutex_lock();
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hr = wined3d_texture_create(device->wined3d_device, &desc, levels, 0,
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texture, &d3d8_texture_wined3d_parent_ops, &texture->wined3d_texture);
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