d3d9: Calculate texture levels in d3d9 instead of wined3d.

This commit is contained in:
Henri Verbeet 2014-12-10 13:26:37 +01:00 committed by Alexandre Julliard
parent 1a28c7c5cc
commit 3b3b74510b
1 changed files with 24 additions and 0 deletions

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@ -1296,6 +1296,14 @@ HRESULT texture_init(struct d3d9_texture *texture, struct d3d9_device *device,
if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC)) if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
surface_flags |= WINED3D_SURFACE_MAPPABLE; surface_flags |= WINED3D_SURFACE_MAPPABLE;
if (!levels)
{
if (usage & D3DUSAGE_AUTOGENMIPMAP)
levels = 1;
else
levels = wined3d_log2i(max(width, height)) + 1;
}
wined3d_mutex_lock(); wined3d_mutex_lock();
hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags, hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags,
texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture); texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture);
@ -1338,6 +1346,14 @@ HRESULT cubetexture_init(struct d3d9_texture *texture, struct d3d9_device *devic
if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC)) if (pool != D3DPOOL_DEFAULT || (usage & D3DUSAGE_DYNAMIC))
surface_flags |= WINED3D_SURFACE_MAPPABLE; surface_flags |= WINED3D_SURFACE_MAPPABLE;
if (!levels)
{
if (usage & D3DUSAGE_AUTOGENMIPMAP)
levels = 1;
else
levels = wined3d_log2i(edge_length) + 1;
}
wined3d_mutex_lock(); wined3d_mutex_lock();
hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags, hr = wined3d_texture_create(device->wined3d_device, &desc, levels, surface_flags,
texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture); texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture);
@ -1376,6 +1392,14 @@ HRESULT volumetexture_init(struct d3d9_texture *texture, struct d3d9_device *dev
desc.depth = depth; desc.depth = depth;
desc.size = 0; desc.size = 0;
if (!levels)
{
if (usage & D3DUSAGE_AUTOGENMIPMAP)
levels = 1;
else
levels = wined3d_log2i(max(max(width, height), depth)) + 1;
}
wined3d_mutex_lock(); wined3d_mutex_lock();
hr = wined3d_texture_create(device->wined3d_device, &desc, levels, 0, hr = wined3d_texture_create(device->wined3d_device, &desc, levels, 0,
texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture); texture, &d3d9_texture_wined3d_parent_ops, &texture->wined3d_texture);