Commit e08e2b2a authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Separate volume allocation and loading.

parent ac871305
......@@ -78,7 +78,20 @@ void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture
}
/* Context activation is done by the caller. */
void wined3d_volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
static void wined3d_volume_allocate_texture(const struct wined3d_volume *volume,
const struct wined3d_context *context)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = volume->resource.format;
GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level, format->glInternal,
volume->resource.width, volume->resource.height, volume->resource.depth,
0, format->glFormat, format->glType, NULL));
checkGLcall("glTexImage3D");
}
/* Context activation is done by the caller. */
void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_format *format = volume->resource.format;
......@@ -89,19 +102,28 @@ void wined3d_volume_load(const struct wined3d_volume *volume, struct wined3d_con
volume_bind_and_dirtify(volume, context);
GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, volume->texture_level, format->glInternal,
if (!(volume->flags & WINED3D_VFLAG_ALLOCATED))
{
wined3d_volume_allocate_texture(volume, context);
volume->flags |= WINED3D_VFLAG_ALLOCATED;
}
GL_EXTCALL(glTexSubImage3DEXT(GL_TEXTURE_3D, volume->texture_level, 0, 0, 0,
volume->resource.width, volume->resource.height, volume->resource.depth,
0, format->glFormat, format->glType, volume->resource.allocatedMemory));
checkGLcall("glTexImage3D");
format->glFormat, format->glType, volume->resource.allocatedMemory));
checkGLcall("glTexSubImage3D");
}
/* Do not call while under the GL lock. */
static void volume_unload(struct wined3d_resource *resource)
{
struct wined3d_volume *volume = volume_from_resource(resource);
TRACE("texture %p.\n", resource);
/* The whole content is shadowed on This->resource.allocatedMemory, and
* the texture name is managed by the VolumeTexture container. */
volume->flags &= ~WINED3D_VFLAG_ALLOCATED;
resource_unload(resource);
}
......
......@@ -2051,6 +2051,7 @@ void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
#define WINED3D_VFLAG_LOCKED 0x00000001
#define WINED3D_VFLAG_ALLOCATED 0x00000002
struct wined3d_volume
{
......@@ -2070,7 +2071,7 @@ static inline struct wined3d_volume *volume_from_resource(struct wined3d_resourc
}
void volume_add_dirty_box(struct wined3d_volume *volume, const struct wined3d_box *dirty_box) DECLSPEC_HIDDEN;
void wined3d_volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode) DECLSPEC_HIDDEN;
void wined3d_volume_load(struct wined3d_volume *volume, struct wined3d_context *context, BOOL srgb_mode) DECLSPEC_HIDDEN;
void volume_set_container(struct wined3d_volume *volume, struct wined3d_texture *container) DECLSPEC_HIDDEN;
struct wined3d_surface_dib
......
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