wined3d: Implement IWineD3DCubeTexture::UnLoad.

This commit is contained in:
Stefan Dösinger 2008-01-08 15:40:35 +01:00 committed by Alexandre Julliard
parent 5d7b8dafb8
commit 38a4f6339b
1 changed files with 23 additions and 1 deletions

View File

@ -159,7 +159,29 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
}
static void WINAPI IWineD3DCubeTextureImpl_UnLoad(IWineD3DCubeTexture *iface) {
IWineD3DResourceImpl_UnLoad((IWineD3DResource *)iface);
unsigned int i, j;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("(%p)\n", This);
/* Unload all the surfaces and reset the texture name. If UnLoad was called on the
* surface before, this one will be a NOP and vice versa. Unloading an unloaded
* surface is fine
*/
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
IWineD3DSurface_UnLoad(This->surfaces[j][i]);
IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], 0, IWineD3DTexture_GetTextureDimensions(iface));
}
}
if(This->baseTexture.textureName) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
glDeleteTextures(1, &This->baseTexture.textureName);
This->baseTexture.textureName = 0;
LEAVE_GL();
}
}
static WINED3DRESOURCETYPE WINAPI IWineD3DCubeTextureImpl_GetType(IWineD3DCubeTexture *iface) {