wined3d: Move the dummy texture creation to the device.
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@ -1923,6 +1923,54 @@ static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *fi
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return;
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}
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static void create_dummy_textures(IWineD3DDeviceImpl *This) {
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unsigned int i;
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/* Under DirectX you can have texture stage operations even if no texture is
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bound, whereas opengl will only do texture operations when a valid texture is
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bound. We emulate this by creating dummy textures and binding them to each
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texture stage, but disable all stages by default. Hence if a stage is enabled
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then the default texture will kick in until replaced by a SetTexture call */
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ENTER_GL();
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if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
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/* The dummy texture does not have client storage backing */
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
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}
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for (i = 0; i < GL_LIMITS(textures); i++) {
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GLubyte white = 255;
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/* Make appropriate texture active */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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} else if (i > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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/* Generate an opengl texture name */
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glGenTextures(1, &This->dummyTextureName[i]);
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checkGLcall("glGenTextures");
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TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
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/* Generate a dummy 2d texture (not using 1d because they cause many
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* DRI drivers fall back to sw) */
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This->stateBlock->textureDimensions[i] = GL_TEXTURE_2D;
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glBindTexture(GL_TEXTURE_2D, This->dummyTextureName[i]);
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checkGLcall("glBindTexture");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
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checkGLcall("glTexImage2D");
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}
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if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
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/* Reenable because if supported it is enabled by default */
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
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}
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LEAVE_GL();
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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IWineD3DSwapChainImpl *swapchain = NULL;
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@ -2009,6 +2057,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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/* Setup all the devices defaults */
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IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
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create_dummy_textures(This);
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#if 0
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IWineD3DImpl_CheckGraphicsMemory();
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#endif
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@ -6883,7 +6932,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE
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This->shader_backend->shader_destroy_depth_blt(iface);
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for (i = 0; i < GL_LIMITS(textures); i++) {
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/* The stateblock initialization below will recreate them */
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/* Textures are recreated below */
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glDeleteTextures(1, &This->dummyTextureName[i]);
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checkGLcall("glDeleteTextures(1, &This->dummyTextureName[i])");
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This->dummyTextureName[i] = 0;
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@ -6989,6 +7038,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE
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if(FAILED(hr)) {
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ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
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}
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create_dummy_textures(This);
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/* All done. There is no need to reload resources or shaders, this will happen automatically on the
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* first use
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@ -1234,55 +1234,11 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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This->samplerState[i][WINED3DSAMP_DMAPOFFSET ] = 0; /* TODO: Vertex offset in the presampled displacement map */
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}
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/* Under DirectX you can have texture stage operations even if no texture is
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bound, whereas opengl will only do texture operations when a valid texture is
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bound. We emulate this by creating dummy textures and binding them to each
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texture stage, but disable all stages by default. Hence if a stage is enabled
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then the default texture will kick in until replaced by a SetTexture call */
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ENTER_GL();
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if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
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/* The dummy texture does not have client storage backing */
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
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}
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for (i = 0; i < GL_LIMITS(textures); i++) {
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GLubyte white = 255;
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for(i = 0; i < GL_LIMITS(textures); i++) {
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/* Note this avoids calling settexture, so pretend it has been called */
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This->changed.textures[i] = TRUE;
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This->textures[i] = NULL;
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/* Make appropriate texture active */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
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checkGLcall("glActiveTextureARB");
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} else if (i > 0) {
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FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
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}
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/* Generate an opengl texture name */
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glGenTextures(1, &ThisDevice->dummyTextureName[i]);
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checkGLcall("glGenTextures");
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TRACE("Dummy Texture %d given name %d\n", i, ThisDevice->dummyTextureName[i]);
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/* Generate a dummy 2d texture (not using 1d because they cause many
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* DRI drivers fall back to sw) */
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This->textureDimensions[i] = GL_TEXTURE_2D;
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glBindTexture(GL_TEXTURE_2D, ThisDevice->dummyTextureName[i]);
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checkGLcall("glBindTexture");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
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checkGLcall("glTexImage2D");
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}
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if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
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/* Reenable because if supported it is enabled by default */
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
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}
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LEAVE_GL();
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/* Defaulting palettes - Note these are device wide but reinitialized here for convenience*/
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for (i = 0; i < MAX_PALETTES; ++i) {
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