Create the GL texture id at texture-binding time.
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01cd9fb2c6
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@ -2257,7 +2257,7 @@ draw_primitive_handle_textures(IDirect3DDeviceImpl *This)
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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} else {
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GLenum tex_name = ((IDirect3DTextureGLImpl *) surf_ptr->tex_private)->tex_name;
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GLenum tex_name = gltex_get_tex_name(surf_ptr);
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unit = GL_TEXTURE0_WINE + stage;
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if (unit != glThis->current_active_tex_unit) {
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@ -417,6 +417,8 @@ gltex_bltfast(IDirectDrawSurfaceImpl *surf_ptr, DWORD dstx,
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ENTER_GL();
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &cur_tex);
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/* This call is to create the actual texture name in GL (as we do 'late' ID creation) */
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gltex_get_tex_name(surf_ptr);
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glBindTexture(GL_TEXTURE_2D, gl_surf_ptr->tex_name);
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if ((gl_surf_ptr->dirty_flag == SURFACE_MEMORY_DIRTY) &&
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@ -706,9 +708,6 @@ GL_IDirect3DTextureImpl_2_1T_Load(LPDIRECT3DTEXTURE2 iface,
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memcpy(dst_d->lpSurface, src_d->lpSurface, src_d->u1.lPitch * src_d->dwHeight);
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if (gl_dst_ptr != NULL) {
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/* If the GetHandle was not done, it is an error... */
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if (gl_dst_ptr->tex_name == 0) ERR("Unbound GL texture !!!\n");
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/* Set this texture as dirty */
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gl_dst_ptr->dirty_flag = SURFACE_MEMORY_DIRTY;
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*(gl_dst_ptr->global_dirty_flag) = SURFACE_MEMORY_DIRTY;
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@ -875,6 +874,8 @@ HRESULT d3dtexture_create(IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surf, BO
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private = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IDirect3DTextureGLImpl));
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if (private == NULL) return DDERR_OUTOFMEMORY;
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surf->tex_private = private;
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private->final_release = surf->final_release;
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private->lock_update = surf->lock_update;
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private->unlock_update = surf->unlock_update;
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@ -885,7 +886,6 @@ HRESULT d3dtexture_create(IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surf, BO
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surf->final_release = gltex_final_release;
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surf->lock_update = gltex_lock_update;
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surf->unlock_update = gltex_unlock_update;
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surf->tex_private = private;
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surf->aux_setcolorkey_cb = gltex_setcolorkey_cb;
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surf->set_palette = gltex_set_palette;
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@ -895,25 +895,43 @@ HRESULT d3dtexture_create(IDirectDrawImpl *d3d, IDirectDrawSurfaceImpl *surf, BO
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surf->aux_bltfast = gltex_bltfast;
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TRACE(" GL texture created for surface %p (private data at %p)\n", surf, private);
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ENTER_GL();
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/* Do not create the OpenGL texture id here as some game generate textures from a different thread which
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cause problems.. */
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private->tex_name = 0;
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if (surf->mipmap_level == 0) {
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glGenTextures(1, &(private->tex_name));
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if (private->tex_name == 0) ERR("Error at creation of OpenGL texture ID !\n");
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TRACE(" GL texture id is : %d.\n", private->tex_name);
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private->__global_dirty_flag = (at_creation == FALSE ? SURFACE_MEMORY_DIRTY : SURFACE_MEMORY);
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private->main = NULL;
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private->global_dirty_flag = &(private->__global_dirty_flag);
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} else {
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private->tex_name = ((IDirect3DTextureGLImpl *) (main->tex_private))->tex_name;
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TRACE(" GL texture id reusing id %d from surface %p (private at %p)).\n", private->tex_name, main, main->tex_private);
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private->global_dirty_flag = &(((IDirect3DTextureGLImpl *) (main->tex_private))->__global_dirty_flag);
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private->main = main;
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private->global_dirty_flag = &(((IDirect3DTextureGLImpl *) (private->main->tex_private))->__global_dirty_flag);
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}
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LEAVE_GL();
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/* And set the dirty flag accordingly */
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private->dirty_flag = (at_creation == FALSE ? SURFACE_MEMORY_DIRTY : SURFACE_MEMORY);
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private->initial_upload_done = FALSE;
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}
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return D3D_OK;
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}
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GLuint gltex_get_tex_name(IDirectDrawSurfaceImpl *surf)
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{
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IDirect3DTextureGLImpl *private = (IDirect3DTextureGLImpl *) (surf->tex_private);
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if (private->tex_name == 0) {
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/* The texture was not created yet... */
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ENTER_GL();
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if (surf->mipmap_level == 0) {
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glGenTextures(1, &(private->tex_name));
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if (private->tex_name == 0) ERR("Error at creation of OpenGL texture ID !\n");
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TRACE(" GL texture id is : %d.\n", private->tex_name);
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private->__global_dirty_flag = SURFACE_MEMORY_DIRTY;
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} else {
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private->tex_name = gltex_get_tex_name(private->main);
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TRACE(" GL texture id reusing id %d from surface %p (private at %p)).\n", private->tex_name, private->main, private->main->tex_private);
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}
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LEAVE_GL();
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/* And set the dirty flag accordingly */
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private->dirty_flag = SURFACE_MEMORY_DIRTY;
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}
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return ((IDirect3DTextureGLImpl *) (surf->tex_private))->tex_name;
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}
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@ -63,7 +63,8 @@ typedef struct IDirect3DTextureGLImpl
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{
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GLuint tex_name;
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BOOLEAN loaded; /* For the moment, this is here.. Should be part of surface management though */
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IDirectDrawSurfaceImpl *main; /* Pointer to the 'main' surface of the mip-map set */
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/* Texture upload management */
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BOOLEAN initial_upload_done;
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SURFACE_STATE dirty_flag;
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@ -202,6 +203,9 @@ extern BOOL d3ddevice_init_at_startup(void *gl_handle);
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/* Used to upload the texture */
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extern HRESULT gltex_upload_texture(IDirectDrawSurfaceImpl *This, IDirect3DDeviceImpl *d3ddev, DWORD stage) ;
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/* Used to get the texture name */
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extern GLuint gltex_get_tex_name(IDirectDrawSurfaceImpl *This) ;
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/* Used to set-up our orthographic projection */
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extern void d3ddevice_set_ortho(IDirect3DDeviceImpl *This) ;
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