wined3d: Move volume data uploading into a separate function.

This commit is contained in:
Stefan Dösinger 2013-08-22 14:57:56 +02:00 committed by Alexandre Julliard
parent e08e2b2ade
commit 518ac4c275
1 changed files with 28 additions and 7 deletions

View File

@ -91,15 +91,39 @@ static void wined3d_volume_allocate_texture(const struct wined3d_volume *volume,
}
/* Context activation is done by the caller. */
void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
static void wined3d_volume_upload_data(struct wined3d_volume *volume, const struct wined3d_context *context,
const struct wined3d_bo_address *data)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = volume->resource.format;
TRACE("volume %p, context %p, level %u, srgb %#x, format %s (%#x).\n",
volume, context, volume->texture_level, srgb_mode, debug_d3dformat(format->id),
TRACE("volume %p, context %p, level %u, format %s (%#x).\n",
volume, context, volume->texture_level, debug_d3dformat(format->id),
format->id);
if (data->buffer_object)
{
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, data->buffer_object));
checkGLcall("glBindBufferARB");
}
GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
volume->resource.width, volume->resource.height, volume->resource.depth,
format->glFormat, format->glType, data->addr));
checkGLcall("glTexSubImage3D");
if (data->buffer_object)
{
GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
checkGLcall("glBindBufferARB");
}
}
/* Context activation is done by the caller. */
void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
{
struct wined3d_bo_address data = {0, volume->resource.allocatedMemory};
volume_bind_and_dirtify(volume, context);
if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
@ -108,10 +132,7 @@ void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *
volume->flags |= WINED3D_VFLAG_ALLOCATED;
}
GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
volume->resource.width, volume->resource.height, volume->resource.depth,
format->glFormat, format->glType, volume->resource.allocatedMemory));
checkGLcall("glTexSubImage3D");
wined3d_volume_upload_data(volume, context, &data);
}
/* Do not call while under the GL lock. */