Create the GL texture id at texture-binding time.

This commit is contained in:
Lionel Ulmer 2005-04-11 12:51:22 +00:00 committed by Alexandre Julliard
parent 01cd9fb2c6
commit acdc84e673
3 changed files with 41 additions and 19 deletions

View File

@ -2257,7 +2257,7 @@ draw_primitive_handle_textures(IDirect3DDeviceImpl *This)
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D);
} else { } else {
GLenum tex_name = ((IDirect3DTextureGLImpl *) surf_ptr->tex_private)->tex_name; GLenum tex_name = gltex_get_tex_name(surf_ptr);
unit = GL_TEXTURE0_WINE + stage; unit = GL_TEXTURE0_WINE + stage;
if (unit != glThis->current_active_tex_unit) { if (unit != glThis->current_active_tex_unit) {

View File

@ -417,6 +417,8 @@ gltex_bltfast(IDirectDrawSurfaceImpl *surf_ptr, DWORD dstx,
ENTER_GL(); ENTER_GL();
glGetIntegerv(GL_TEXTURE_BINDING_2D, &cur_tex); glGetIntegerv(GL_TEXTURE_BINDING_2D, &cur_tex);
/* This call is to create the actual texture name in GL (as we do 'late' ID creation) */
gltex_get_tex_name(surf_ptr);
glBindTexture(GL_TEXTURE_2D, gl_surf_ptr->tex_name); glBindTexture(GL_TEXTURE_2D, gl_surf_ptr->tex_name);
if ((gl_surf_ptr->dirty_flag == SURFACE_MEMORY_DIRTY) && if ((gl_surf_ptr->dirty_flag == SURFACE_MEMORY_DIRTY) &&
@ -706,9 +708,6 @@ GL_IDirect3DTextureImpl_2_1T_Load(LPDIRECT3DTEXTURE2 iface,
memcpy(dst_d->lpSurface, src_d->lpSurface, src_d->u1.lPitch * src_d->dwHeight); memcpy(dst_d->lpSurface, src_d->lpSurface, src_d->u1.lPitch * src_d->dwHeight);
if (gl_dst_ptr != NULL) { if (gl_dst_ptr != NULL) {
/* If the GetHandle was not done, it is an error... */
if (gl_dst_ptr->tex_name == 0) ERR("Unbound GL texture !!!\n");
/* Set this texture as dirty */ /* Set this texture as dirty */
gl_dst_ptr->dirty_flag = SURFACE_MEMORY_DIRTY; gl_dst_ptr->dirty_flag = SURFACE_MEMORY_DIRTY;
*(gl_dst_ptr->global_dirty_flag) = SURFACE_MEMORY_DIRTY; *(gl_dst_ptr->global_dirty_flag) = SURFACE_MEMORY_DIRTY;
@ -875,6 +874,8 @@ HRESULT d3dtexture_create(IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surf, BO
private = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTextureGLImpl)); private = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTextureGLImpl));
if (private == NULL) return DDERR_OUTOFMEMORY; if (private == NULL) return DDERR_OUTOFMEMORY;
surf->tex_private = private;
private->final_release = surf->final_release; private->final_release = surf->final_release;
private->lock_update = surf->lock_update; private->lock_update = surf->lock_update;
private->unlock_update = surf->unlock_update; private->unlock_update = surf->unlock_update;
@ -885,7 +886,6 @@ HRESULT d3dtexture_create(IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surf, BO
surf->final_release = gltex_final_release; surf->final_release = gltex_final_release;
surf->lock_update = gltex_lock_update; surf->lock_update = gltex_lock_update;
surf->unlock_update = gltex_unlock_update; surf->unlock_update = gltex_unlock_update;
surf->tex_private = private;
surf->aux_setcolorkey_cb = gltex_setcolorkey_cb; surf->aux_setcolorkey_cb = gltex_setcolorkey_cb;
surf->set_palette = gltex_set_palette; surf->set_palette = gltex_set_palette;
@ -896,24 +896,42 @@ HRESULT d3dtexture_create(IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surf, BO
TRACE(" GL texture created for surface %p (private data at %p)\n", surf, private); TRACE(" GL texture created for surface %p (private data at %p)\n", surf, private);
ENTER_GL(); /* Do not create the OpenGL texture id here as some game generate textures from a different thread which
cause problems.. */
private->tex_name = 0;
if (surf->mipmap_level == 0) { if (surf->mipmap_level == 0) {
glGenTextures(1, &(private->tex_name)); private->main = NULL;
if (private->tex_name == 0) ERR("Error at creation of OpenGL texture ID !\n");
TRACE(" GL texture id is : %d.\n", private->tex_name);
private->__global_dirty_flag = (at_creation == FALSE ? SURFACE_MEMORY_DIRTY : SURFACE_MEMORY);
private->global_dirty_flag = &(private->__global_dirty_flag); private->global_dirty_flag = &(private->__global_dirty_flag);
} else { } else {
private->tex_name = ((IDirect3DTextureGLImpl *) (main->tex_private))->tex_name; private->main = main;
TRACE(" GL texture id reusing id %d from surface %p (private at %p)).\n", private->tex_name, main, main->tex_private); private->global_dirty_flag = &(((IDirect3DTextureGLImpl *) (private->main->tex_private))->__global_dirty_flag);
private->global_dirty_flag = &(((IDirect3DTextureGLImpl *) (main->tex_private))->__global_dirty_flag);
} }
LEAVE_GL();
/* And set the dirty flag accordingly */
private->dirty_flag = (at_creation == FALSE ? SURFACE_MEMORY_DIRTY : SURFACE_MEMORY);
private->initial_upload_done = FALSE; private->initial_upload_done = FALSE;
} }
return D3D_OK; return D3D_OK;
} }
GLuint gltex_get_tex_name(IDirectDrawSurfaceImpl *surf)
{
IDirect3DTextureGLImpl *private = (IDirect3DTextureGLImpl *) (surf->tex_private);
if (private->tex_name == 0) {
/* The texture was not created yet... */
ENTER_GL();
if (surf->mipmap_level == 0) {
glGenTextures(1, &(private->tex_name));
if (private->tex_name == 0) ERR("Error at creation of OpenGL texture ID !\n");
TRACE(" GL texture id is : %d.\n", private->tex_name);
private->__global_dirty_flag = SURFACE_MEMORY_DIRTY;
} else {
private->tex_name = gltex_get_tex_name(private->main);
TRACE(" GL texture id reusing id %d from surface %p (private at %p)).\n", private->tex_name, private->main, private->main->tex_private);
}
LEAVE_GL();
/* And set the dirty flag accordingly */
private->dirty_flag = SURFACE_MEMORY_DIRTY;
}
return ((IDirect3DTextureGLImpl *) (surf->tex_private))->tex_name;
}

View File

@ -63,6 +63,7 @@ typedef struct IDirect3DTextureGLImpl
{ {
GLuint tex_name; GLuint tex_name;
BOOLEAN loaded; /* For the moment, this is here.. Should be part of surface management though */ BOOLEAN loaded; /* For the moment, this is here.. Should be part of surface management though */
IDirectDrawSurfaceImpl *main; /* Pointer to the 'main' surface of the mip-map set */
/* Texture upload management */ /* Texture upload management */
BOOLEAN initial_upload_done; BOOLEAN initial_upload_done;
@ -202,6 +203,9 @@ extern BOOL d3ddevice_init_at_startup(void *gl_handle);
/* Used to upload the texture */ /* Used to upload the texture */
extern HRESULT gltex_upload_texture(IDirectDrawSurfaceImpl *This, IDirect3DDeviceImpl *d3ddev, DWORD stage) ; extern HRESULT gltex_upload_texture(IDirectDrawSurfaceImpl *This, IDirect3DDeviceImpl *d3ddev, DWORD stage) ;
/* Used to get the texture name */
extern GLuint gltex_get_tex_name(IDirectDrawSurfaceImpl *This) ;
/* Used to set-up our orthographic projection */ /* Used to set-up our orthographic projection */
extern void d3ddevice_set_ortho(IDirect3DDeviceImpl *This) ; extern void d3ddevice_set_ortho(IDirect3DDeviceImpl *This) ;