Commit 2820ecc5 authored by H. Verbeet's avatar H. Verbeet Committed by Alexandre Julliard

wined3d: Call SetGlTextureDesc() from BindTexture() rather than from PreLoad().

parent c46c53a1
......@@ -102,7 +102,6 @@ static DWORD WINAPI IWineD3DCubeTextureImpl_GetPriority(IWineD3DCubeTexture *ifa
static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
/* Override the IWineD3DResource Preload method */
unsigned int i,j;
BOOL setGlTextureDesc = FALSE;
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL srgb_mode = This->baseTexture.is_srgb;
......@@ -110,8 +109,6 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
TRACE("(%p) : About to load texture: dirtified(%d)\n", This, This->baseTexture.dirty);
if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
/* We only have to activate a context for gl when we're not drawing. In most cases PreLoad will be called during draw
* and a context was activated at the beginning of drawPrimitive
*/
......@@ -132,8 +129,6 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
if (This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z ; j++) {
if(setGlTextureDesc)
IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
IWineD3DSurface_LoadTexture(This->surfaces[j][i], srgb_mode);
}
}
......@@ -210,8 +205,22 @@ static BOOL WINAPI IWineD3DCubeTextureImpl_GetDirty(IWineD3DCubeTexture *iface)
static HRESULT WINAPI IWineD3DCubeTextureImpl_BindTexture(IWineD3DCubeTexture *iface) {
IWineD3DCubeTextureImpl *This = (IWineD3DCubeTextureImpl *)iface;
BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
HRESULT hr;
TRACE("(%p) : relay to BaseTexture\n", This);
return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i, j;
for (i = 0; i < This->baseTexture.levels; ++i) {
for (j = WINED3DCUBEMAP_FACE_POSITIVE_X; j <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++j) {
IWineD3DSurface_SetGlTextureDesc(This->surfaces[j][i], This->baseTexture.textureName, cube_targets[j]);
}
}
}
return hr;
}
static HRESULT WINAPI IWineD3DCubeTextureImpl_UnBindTexture(IWineD3DCubeTexture *iface) {
......
......@@ -95,7 +95,6 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
/* Override the IWineD3DResource PreLoad method */
unsigned int i;
BOOL setGlTextureDesc = FALSE;
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL srgb_mode = This->baseTexture.is_srgb;
......@@ -103,8 +102,6 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
TRACE("(%p) : About to load texture\n", This);
if (This->baseTexture.textureName == 0) setGlTextureDesc = TRUE;
if(!device->isInDraw) {
/* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture, thus no danger of
* recursive calls
......@@ -121,8 +118,6 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
/* If the texture is marked dirty or the srgb sampler setting has changed since the last load then reload the surfaces */
if (This->baseTexture.dirty) {
for (i = 0; i < This->baseTexture.levels; i++) {
if(setGlTextureDesc)
IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
IWineD3DSurface_LoadTexture(This->surfaces[i], srgb_mode);
}
} else if (srgb_was_toggled) {
......@@ -193,8 +188,20 @@ static BOOL WINAPI IWineD3DTextureImpl_GetDirty(IWineD3DTexture *iface) {
static HRESULT WINAPI IWineD3DTextureImpl_BindTexture(IWineD3DTexture *iface) {
IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
BOOL set_gl_texture_desc = This->baseTexture.textureName == 0;
HRESULT hr;
TRACE("(%p) : relay to BaseTexture\n", This);
return IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
hr = IWineD3DBaseTextureImpl_BindTexture((IWineD3DBaseTexture *)iface);
if (set_gl_texture_desc && SUCCEEDED(hr)) {
UINT i;
for (i = 0; i < This->baseTexture.levels; ++i) {
IWineD3DSurface_SetGlTextureDesc(This->surfaces[i], This->baseTexture.textureName, IWineD3DTexture_GetTextureDimensions(iface));
}
}
return hr;
}
static HRESULT WINAPI IWineD3DTextureImpl_UnBindTexture(IWineD3DTexture *iface) {
......
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