From 8bb5d13fe2d01cd1c3486701e7f7404f1febabf7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Tue, 8 Jan 2008 15:48:39 +0100 Subject: [PATCH] wined3d: Implement VolumeTexture::UnLoad. --- dlls/wined3d/volumetexture.c | 21 ++++++++++++++++++++- 1 file changed, 20 insertions(+), 1 deletion(-) diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c index b2b3d2da7db..61c26266d8f 100644 --- a/dlls/wined3d/volumetexture.c +++ b/dlls/wined3d/volumetexture.c @@ -136,7 +136,26 @@ static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *ifac } static void WINAPI IWineD3DVolumeTextureImpl_UnLoad(IWineD3DVolumeTexture *iface) { - IWineD3DResourceImpl_UnLoad((IWineD3DResource *)iface); + unsigned int i; + IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)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++) { + IWineD3DVolume_UnLoad(This->volumes[i]); + } + + 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 IWineD3DVolumeTextureImpl_GetType(IWineD3DVolumeTexture *iface) {