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wine
wine-cw
Commits
614102c0
Commit
614102c0
authored
Mar 19, 2018
by
Henri Verbeet
Committed by
Alexandre Julliard
Mar 19, 2018
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Plain Diff
wined3d: Merge texture2d_prepare_texture() and texture3d_prepare_texture().
Signed-off-by:
Henri Verbeet
<
hverbeet@codeweavers.com
>
Signed-off-by:
Alexandre Julliard
<
julliard@winehq.org
>
parent
d3baf035
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Showing
2 changed files
with
46 additions
and
82 deletions
+46
-82
texture.c
dlls/wined3d/texture.c
+46
-80
wined3d_private.h
dlls/wined3d/wined3d_private.h
+0
-2
No files found.
dlls/wined3d/texture.c
View file @
614102c0
...
...
@@ -441,7 +441,7 @@ static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *
const
struct
wined3d_gl_info
*
gl_info
)
{
unsigned
int
level
,
level_count
,
layer
,
layer_count
;
GLsizei
width
,
height
;
GLsizei
width
,
height
,
depth
;
GLenum
target
;
level_count
=
texture
->
level_count
;
...
...
@@ -464,10 +464,12 @@ static void wined3d_texture_allocate_gl_mutable_storage(struct wined3d_texture *
TRACE
(
"texture %p, layer %u, level %u, target %#x, width %u, height %u.
\n
"
,
texture
,
layer
,
level
,
target
,
width
,
height
);
if
(
t
exture
->
target
==
GL_TEXTURE_2D_ARRAY
)
if
(
t
arget
==
GL_TEXTURE_3D
||
target
==
GL_TEXTURE_2D_ARRAY
)
{
depth
=
wined3d_texture_get_level_depth
(
texture
,
level
);
GL_EXTCALL
(
glTexImage3D
(
target
,
level
,
gl_internal_format
,
width
,
height
,
texture
->
layer_count
,
0
,
format
->
glFormat
,
format
->
glType
,
NULL
));
target
==
GL_TEXTURE_2D_ARRAY
?
texture
->
layer_count
:
depth
,
0
,
format
->
glFormat
,
format
->
glType
,
NULL
));
checkGLcall
(
"glTexImage3D"
);
}
else
...
...
@@ -491,6 +493,10 @@ static void wined3d_texture_allocate_gl_immutable_storage(struct wined3d_texture
switch
(
texture
->
target
)
{
case
GL_TEXTURE_3D
:
GL_EXTCALL
(
glTexStorage3D
(
texture
->
target
,
texture
->
level_count
,
gl_internal_format
,
width
,
height
,
wined3d_texture_get_level_depth
(
texture
,
0
)));
break
;
case
GL_TEXTURE_2D_ARRAY
:
GL_EXTCALL
(
glTexStorage3D
(
texture
->
target
,
texture
->
level_count
,
gl_internal_format
,
width
,
height
,
texture
->
layer_count
));
...
...
@@ -1556,10 +1562,17 @@ static void wined3d_texture_force_reload(struct wined3d_texture *texture)
}
}
/* Context activation is done by the caller. */
void
wined3d_texture_prepare_texture
(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
)
{
DWORD
alloc_flag
=
srgb
?
WINED3D_TEXTURE_SRGB_ALLOCATED
:
WINED3D_TEXTURE_RGB_ALLOCATED
;
const
struct
wined3d_format
*
format
=
texture
->
resource
.
format
;
const
struct
wined3d_d3d_info
*
d3d_info
=
context
->
d3d_info
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_color_key_conversion
*
conversion
;
GLenum
internal
;
TRACE
(
"texture %p, context %p, format %s.
\n
"
,
texture
,
context
,
debug_d3dformat
(
format
->
id
));
if
(
!
d3d_info
->
shader_color_key
&&
!
(
texture
->
async
.
flags
&
WINED3D_TEXTURE_ASYNC_COLOR_KEY
)
...
...
@@ -1574,7 +1587,36 @@ void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct win
if
(
texture
->
flags
&
alloc_flag
)
return
;
texture
->
texture_ops
->
texture_prepare_texture
(
texture
,
context
,
srgb
);
if
(
format
->
conv_byte_count
)
{
texture
->
flags
|=
WINED3D_TEXTURE_CONVERTED
;
}
else
if
((
conversion
=
wined3d_format_get_color_key_conversion
(
texture
,
TRUE
)))
{
texture
->
flags
|=
WINED3D_TEXTURE_CONVERTED
;
format
=
wined3d_get_format
(
gl_info
,
conversion
->
dst_format
,
texture
->
resource
.
usage
);
TRACE
(
"Using format %s for color key conversion.
\n
"
,
debug_d3dformat
(
format
->
id
));
}
wined3d_texture_bind_and_dirtify
(
texture
,
context
,
srgb
);
if
(
srgb
)
internal
=
format
->
glGammaInternal
;
else
if
(
texture
->
resource
.
usage
&
WINED3DUSAGE_RENDERTARGET
&&
wined3d_resource_is_offscreen
(
&
texture
->
resource
))
internal
=
format
->
rtInternal
;
else
internal
=
format
->
glInternal
;
if
(
!
internal
)
FIXME
(
"No GL internal format for format %s.
\n
"
,
debug_d3dformat
(
format
->
id
));
TRACE
(
"internal %#x, format %#x, type %#x.
\n
"
,
internal
,
format
->
glFormat
,
format
->
glType
);
if
(
wined3d_texture_use_immutable_storage
(
texture
,
gl_info
))
wined3d_texture_allocate_gl_immutable_storage
(
texture
,
internal
,
gl_info
);
else
wined3d_texture_allocate_gl_mutable_storage
(
texture
,
internal
,
format
,
gl_info
);
texture
->
flags
|=
alloc_flag
;
}
...
...
@@ -1771,53 +1813,10 @@ static BOOL texture2d_load_location(struct wined3d_texture *texture, unsigned in
}
}
/* Context activation is done by the caller. */
static
void
texture2d_prepare_texture
(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
)
{
const
struct
wined3d_format
*
format
=
texture
->
resource
.
format
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_color_key_conversion
*
conversion
;
GLenum
internal
;
TRACE
(
"texture %p, context %p, format %s.
\n
"
,
texture
,
context
,
debug_d3dformat
(
format
->
id
));
if
(
format
->
conv_byte_count
)
{
texture
->
flags
|=
WINED3D_TEXTURE_CONVERTED
;
}
else
if
((
conversion
=
wined3d_format_get_color_key_conversion
(
texture
,
TRUE
)))
{
texture
->
flags
|=
WINED3D_TEXTURE_CONVERTED
;
format
=
wined3d_get_format
(
gl_info
,
conversion
->
dst_format
,
texture
->
resource
.
usage
);
TRACE
(
"Using format %s for color key conversion.
\n
"
,
debug_d3dformat
(
format
->
id
));
}
wined3d_texture_bind_and_dirtify
(
texture
,
context
,
srgb
);
if
(
srgb
)
internal
=
format
->
glGammaInternal
;
else
if
(
texture
->
resource
.
usage
&
WINED3DUSAGE_RENDERTARGET
&&
wined3d_resource_is_offscreen
(
&
texture
->
resource
))
internal
=
format
->
rtInternal
;
else
internal
=
format
->
glInternal
;
if
(
!
internal
)
FIXME
(
"No GL internal format for format %s.
\n
"
,
debug_d3dformat
(
format
->
id
));
TRACE
(
"internal %#x, format %#x, type %#x.
\n
"
,
internal
,
format
->
glFormat
,
format
->
glType
);
if
(
wined3d_texture_use_immutable_storage
(
texture
,
gl_info
))
wined3d_texture_allocate_gl_immutable_storage
(
texture
,
internal
,
gl_info
);
else
wined3d_texture_allocate_gl_mutable_storage
(
texture
,
internal
,
format
,
gl_info
);
}
static
const
struct
wined3d_texture_ops
texture2d_ops
=
{
texture2d_upload_data
,
texture2d_load_location
,
texture2d_prepare_texture
,
};
struct
wined3d_texture
*
__cdecl
wined3d_texture_from_resource
(
struct
wined3d_resource
*
resource
)
...
...
@@ -2646,43 +2645,10 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
return
TRUE
;
}
static
void
texture3d_prepare_texture
(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
)
{
const
struct
wined3d_format
*
format
=
texture
->
resource
.
format
;
GLenum
internal
=
srgb
?
format
->
glGammaInternal
:
format
->
glInternal
;
unsigned
int
sub_count
=
texture
->
level_count
*
texture
->
layer_count
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
unsigned
int
i
;
wined3d_texture_bind_and_dirtify
(
texture
,
context
,
srgb
);
if
(
wined3d_texture_use_immutable_storage
(
texture
,
gl_info
))
{
GL_EXTCALL
(
glTexStorage3D
(
GL_TEXTURE_3D
,
texture
->
level_count
,
internal
,
wined3d_texture_get_level_width
(
texture
,
0
),
wined3d_texture_get_level_height
(
texture
,
0
),
wined3d_texture_get_level_depth
(
texture
,
0
)));
checkGLcall
(
"glTexStorage3D"
);
}
else
{
for
(
i
=
0
;
i
<
sub_count
;
++
i
)
{
GL_EXTCALL
(
glTexImage3D
(
GL_TEXTURE_3D
,
i
,
internal
,
wined3d_texture_get_level_width
(
texture
,
i
),
wined3d_texture_get_level_height
(
texture
,
i
),
wined3d_texture_get_level_depth
(
texture
,
i
),
0
,
format
->
glFormat
,
format
->
glType
,
NULL
));
checkGLcall
(
"glTexImage3D"
);
}
}
}
static
const
struct
wined3d_texture_ops
texture3d_ops
=
{
texture3d_upload_data
,
texture3d_load_location
,
texture3d_prepare_texture
,
};
HRESULT
CDECL
wined3d_texture_blt
(
struct
wined3d_texture
*
dst_texture
,
unsigned
int
dst_sub_resource_idx
,
...
...
dlls/wined3d/wined3d_private.h
View file @
614102c0
...
...
@@ -3088,8 +3088,6 @@ struct wined3d_texture_ops
const
struct
wined3d_const_bo_address
*
data
,
unsigned
int
row_pitch
,
unsigned
int
slice_pitch
);
BOOL
(
*
texture_load_location
)(
struct
wined3d_texture
*
texture
,
unsigned
int
sub_resource_idx
,
struct
wined3d_context
*
context
,
DWORD
location
);
void
(
*
texture_prepare_texture
)(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
);
};
#define WINED3D_TEXTURE_COND_NP2 0x00000001
...
...
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