wined3d: Upload only a single sub-resource in wined3d_texture_upload_data().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1426,40 +1426,12 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
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return WINED3D_OK;
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}
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static HRESULT wined3d_texture_upload_data(struct wined3d_texture *texture,
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const struct wined3d_sub_resource_data *data)
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static void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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const struct wined3d_context *context, const struct wined3d_const_bo_address *data,
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unsigned int row_pitch, unsigned int slice_pitch)
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{
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unsigned int sub_count = texture->level_count * texture->layer_count;
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struct wined3d_context *context;
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unsigned int i;
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for (i = 0; i < sub_count; ++i)
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{
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if (!data[i].data)
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{
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WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
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return E_INVALIDARG;
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}
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}
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context = context_acquire(texture->resource.device, NULL);
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wined3d_texture_prepare_texture(texture, context, FALSE);
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wined3d_texture_bind_and_dirtify(texture, context, FALSE);
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for (i = 0; i < sub_count; ++i)
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{
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const struct wined3d_const_bo_address addr = {0, data[i].data};
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texture->texture_ops->texture_upload_data(texture, i, context,
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&addr, data[i].row_pitch, data[i].slice_pitch);
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wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_TEXTURE_RGB);
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wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_TEXTURE_RGB);
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}
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context_release(context);
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return WINED3D_OK;
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texture->texture_ops->texture_upload_data(texture, sub_resource_idx,
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context, data, row_pitch, slice_pitch);
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}
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static void texture2d_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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@ -2783,11 +2755,38 @@ HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct
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/* FIXME: We'd like to avoid ever allocating system memory for the texture
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* in this case. */
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if (data && FAILED(hr = wined3d_texture_upload_data(object, data)))
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if (data)
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{
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wined3d_texture_cleanup_sync(object);
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HeapFree(GetProcessHeap(), 0, object);
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return hr;
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unsigned int sub_count = level_count * layer_count;
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struct wined3d_context *context;
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unsigned int i;
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for (i = 0; i < sub_count; ++i)
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{
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if (!data[i].data)
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{
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WARN("Invalid sub-resource data specified for sub-resource %u.\n", i);
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wined3d_texture_cleanup_sync(object);
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HeapFree(GetProcessHeap(), 0, object);
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return E_INVALIDARG;
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}
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}
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context = context_acquire(device, NULL);
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wined3d_texture_prepare_texture(object, context, FALSE);
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wined3d_texture_bind_and_dirtify(object, context, FALSE);
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for (i = 0; i < sub_count; ++i)
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{
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const struct wined3d_const_bo_address addr = {0, data[i].data};
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wined3d_texture_upload_data(object, i, context, &addr, data[i].row_pitch, data[i].slice_pitch);
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wined3d_texture_validate_location(object, i, WINED3D_LOCATION_TEXTURE_RGB);
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wined3d_texture_invalidate_location(object, i, ~WINED3D_LOCATION_TEXTURE_RGB);
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}
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context_release(context);
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}
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TRACE("Created texture %p.\n", object);
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