wined3d: Use wined3d_texture_get_sub_resource_target() in wined3d_texture_allocate_gl_mutable_storage().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
4678dac730
commit
4e3cd97d49
|
@ -492,7 +492,7 @@ static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *
|
|||
GLenum gl_internal_format, const struct wined3d_format *format,
|
||||
const struct wined3d_gl_info *gl_info)
|
||||
{
|
||||
unsigned int i, sub_call_count;
|
||||
unsigned int i, level, sub_call_count;
|
||||
|
||||
sub_call_count = texture->level_count;
|
||||
if (texture->target != GL_TEXTURE_2D_ARRAY)
|
||||
|
@ -502,29 +502,31 @@ static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *
|
|||
{
|
||||
struct wined3d_surface *surface = texture->sub_resources[i].u.surface;
|
||||
GLsizei width, height;
|
||||
GLenum target;
|
||||
|
||||
width = wined3d_texture_get_level_pow2_width(texture, surface->texture_level);
|
||||
height = wined3d_texture_get_level_pow2_height(texture, surface->texture_level);
|
||||
level = surface->texture_level;
|
||||
width = wined3d_texture_get_level_pow2_width(texture, level);
|
||||
height = wined3d_texture_get_level_pow2_height(texture, level);
|
||||
if (texture->resource.format_flags & WINED3DFMT_FLAG_HEIGHT_SCALE)
|
||||
{
|
||||
height *= format->height_scale.numerator;
|
||||
height /= format->height_scale.denominator;
|
||||
}
|
||||
target = wined3d_texture_get_sub_resource_target(texture, i);
|
||||
|
||||
TRACE("surface %p, target %#x, level %u, width %u, height %u.\n",
|
||||
surface, surface->texture_target, surface->texture_level, width, height);
|
||||
surface, target, level, width, height);
|
||||
|
||||
if (texture->target == GL_TEXTURE_2D_ARRAY)
|
||||
{
|
||||
GL_EXTCALL(glTexImage3D(surface->texture_target, surface->texture_level,
|
||||
gl_internal_format, width, height, texture->layer_count, 0,
|
||||
format->glFormat, format->glType, NULL));
|
||||
GL_EXTCALL(glTexImage3D(target, level, gl_internal_format, width, height,
|
||||
texture->layer_count, 0, format->glFormat, format->glType, NULL));
|
||||
checkGLcall("glTexImage3D");
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_info->gl_ops.gl.p_glTexImage2D(surface->texture_target, surface->texture_level,
|
||||
gl_internal_format, width, height, 0, format->glFormat, format->glType, NULL);
|
||||
gl_info->gl_ops.gl.p_glTexImage2D(target, level, gl_internal_format,
|
||||
width, height, 0, format->glFormat, format->glType, NULL);
|
||||
checkGLcall("glTexImage2D");
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue