wined3d: Don't call glCompressedTexImage2DARB without allocatedMemory.
Don't call glCompressedTexImage2DARB if we haven't got allocatedMemory (yet). Fix a small typo.
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414d1ddeb9
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@ -1029,7 +1029,9 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
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This->resource.format == WINED3DFMT_DXT3 ||
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This->resource.format == WINED3DFMT_DXT4 ||
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This->resource.format == WINED3DFMT_DXT5) {
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if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
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if (!GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
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FIXME("Using DXT1/3/5 without advertized support\n");
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} else if (This->resource.allocatedMemory) {
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TRACE("Calling glCompressedTexImage2D %x i=%d, intfmt=%x, w=%d, h=%d,0=%d, sz=%d, Mem=%p\n",
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This->glDescription.target,
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This->glDescription.level,
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@ -1050,7 +1052,7 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
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0,
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This->resource.size,
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This->resource.allocatedMemory);
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checkGLcall("glCommpressedTexTexImage2D");
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checkGLcall("glCommpressedTexImage2D");
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LEAVE_GL();
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@ -1058,9 +1060,6 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
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HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
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This->resource.allocatedMemory = NULL;
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}
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} else {
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FIXME("Using DXT1/3/5 without advertized support\n");
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}
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} else {
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