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wine
wine-winehq
Commits
0c0a2adc
Commit
0c0a2adc
authored
Oct 08, 2014
by
Henri Verbeet
Committed by
Alexandre Julliard
Oct 08, 2014
Browse files
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Plain Diff
wined3d: Handle GL texture allocation in the texture code.
parent
77646173
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Side-by-side
Showing
5 changed files
with
180 additions
and
185 deletions
+180
-185
context.c
dlls/wined3d/context.c
+2
-2
surface.c
dlls/wined3d/surface.c
+4
-123
texture.c
dlls/wined3d/texture.c
+161
-0
volume.c
dlls/wined3d/volume.c
+4
-58
wined3d_private.h
dlls/wined3d/wined3d_private.h
+9
-2
No files found.
dlls/wined3d/context.c
View file @
0c0a2adc
...
...
@@ -141,7 +141,7 @@ static void context_attach_depth_stencil_fbo(struct wined3d_context *context,
{
case
WINED3D_LOCATION_TEXTURE_RGB
:
case
WINED3D_LOCATION_TEXTURE_SRGB
:
surface_prepare_texture
(
depth_stencil
,
context
,
FALSE
);
wined3d_texture_prepare_texture
(
depth_stencil
->
container
,
context
,
FALSE
);
if
(
format_flags
&
WINED3DFMT_FLAG_DEPTH
)
{
...
...
@@ -217,7 +217,7 @@ static void context_attach_surface_fbo(struct wined3d_context *context,
case
WINED3D_LOCATION_TEXTURE_RGB
:
case
WINED3D_LOCATION_TEXTURE_SRGB
:
srgb
=
location
==
WINED3D_LOCATION_TEXTURE_SRGB
;
surface_prepare_texture
(
surface
,
context
,
srgb
);
wined3d_texture_prepare_texture
(
surface
->
container
,
context
,
srgb
);
gl_info
->
fbo_ops
.
glFramebufferTexture2D
(
fbo_target
,
GL_COLOR_ATTACHMENT0
+
idx
,
surface
->
texture_target
,
surface_get_texture_name
(
surface
,
gl_info
,
srgb
),
surface
->
texture_level
);
...
...
dlls/wined3d/surface.c
View file @
0c0a2adc
...
...
@@ -1697,7 +1697,7 @@ HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const P
* the texture wouldn't be the current location, and we'd upload zeroes
* just to overwrite them again. */
if
(
update_w
==
dst_w
&&
update_h
==
dst_h
)
surface_prepare_texture
(
dst_surface
,
context
,
FALSE
);
wined3d_texture_prepare_texture
(
dst_surface
->
container
,
context
,
FALSE
);
else
surface_load_location
(
dst_surface
,
WINED3D_LOCATION_TEXTURE_RGB
);
wined3d_texture_bind
(
dst_surface
->
container
,
context
,
FALSE
);
...
...
@@ -1717,83 +1717,6 @@ HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const P
return
WINED3D_OK
;
}
/* This call just allocates the texture, the caller is responsible for binding
* the correct texture. */
/* Context activation is done by the caller. */
static
void
surface_allocate_surface
(
struct
wined3d_surface
*
surface
,
const
struct
wined3d_gl_info
*
gl_info
,
const
struct
wined3d_format
*
format
,
BOOL
srgb
)
{
BOOL
disable_client_storage
=
FALSE
;
GLsizei
width
=
surface
->
pow2Width
;
GLsizei
height
=
surface
->
pow2Height
;
const
BYTE
*
mem
=
NULL
;
GLenum
internal
;
if
(
srgb
)
internal
=
format
->
glGammaInternal
;
else
if
(
surface
->
resource
.
usage
&
WINED3DUSAGE_RENDERTARGET
&&
wined3d_resource_is_offscreen
(
&
surface
->
container
->
resource
))
internal
=
format
->
rtInternal
;
else
internal
=
format
->
glInternal
;
if
(
!
internal
)
FIXME
(
"No GL internal format for format %s.
\n
"
,
debug_d3dformat
(
format
->
id
));
if
(
format
->
flags
&
WINED3DFMT_FLAG_HEIGHT_SCALE
)
{
height
*=
format
->
height_scale
.
numerator
;
height
/=
format
->
height_scale
.
denominator
;
}
TRACE
(
"(%p) : Creating surface (target %#x) level %d, d3d format %s, internal format %#x, width %d, height %d, gl format %#x, gl type=%#x
\n
"
,
surface
,
surface
->
texture_target
,
surface
->
texture_level
,
debug_d3dformat
(
format
->
id
),
internal
,
width
,
height
,
format
->
glFormat
,
format
->
glType
);
if
(
gl_info
->
supported
[
APPLE_CLIENT_STORAGE
])
{
if
(
surface
->
flags
&
(
SFLAG_NONPOW2
|
SFLAG_DIBSECTION
|
SFLAG_CONVERTED
)
||
!
surface
->
resource
.
heap_memory
)
{
/* In some cases we want to disable client storage.
* SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
* SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
* SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
* heap_memory == NULL: Not defined in the extension. Seems to disable client storage effectively
*/
surface
->
flags
&=
~
SFLAG_CLIENT
;
}
else
{
surface
->
flags
|=
SFLAG_CLIENT
;
mem
=
surface
->
resource
.
heap_memory
;
gl_info
->
gl_ops
.
gl
.
p_glPixelStorei
(
GL_UNPACK_CLIENT_STORAGE_APPLE
,
GL_TRUE
);
checkGLcall
(
"glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"
);
disable_client_storage
=
TRUE
;
}
}
if
(
format
->
flags
&
WINED3DFMT_FLAG_COMPRESSED
&&
mem
)
{
GL_EXTCALL
(
glCompressedTexImage2DARB
(
surface
->
texture_target
,
surface
->
texture_level
,
internal
,
width
,
height
,
0
,
surface
->
resource
.
size
,
mem
));
checkGLcall
(
"glCompressedTexImage2DARB"
);
}
else
{
gl_info
->
gl_ops
.
gl
.
p_glTexImage2D
(
surface
->
texture_target
,
surface
->
texture_level
,
internal
,
width
,
height
,
0
,
format
->
glFormat
,
format
->
glType
,
mem
);
checkGLcall
(
"glTexImage2D"
);
}
if
(
disable_client_storage
)
{
gl_info
->
gl_ops
.
gl
.
p_glPixelStorei
(
GL_UNPACK_CLIENT_STORAGE_APPLE
,
GL_FALSE
);
checkGLcall
(
"glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"
);
}
}
/* In D3D the depth stencil dimensions have to be greater than or equal to the
* render target dimensions. With FBOs, the dimensions have to be an exact match. */
/* TODO: We should synchronize the renderbuffer's content with the texture's content. */
...
...
@@ -2991,7 +2914,7 @@ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
gl_info
=
context
->
gl_info
;
device_invalidate_state
(
device
,
STATE_FRAMEBUFFER
);
surface_prepare_texture
(
surface
,
context
,
srgb
);
wined3d_texture_prepare_texture
(
surface
->
container
,
context
,
srgb
);
wined3d_texture_bind_and_dirtify
(
surface
->
container
,
context
,
srgb
);
TRACE
(
"Reading back offscreen render target %p.
\n
"
,
surface
);
...
...
@@ -3009,48 +2932,6 @@ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
context_release
(
context
);
}
/* Context activation is done by the caller. */
void
surface_prepare_texture
(
struct
wined3d_surface
*
surface
,
struct
wined3d_context
*
context
,
BOOL
srgb
)
{
struct
wined3d_texture
*
texture
=
surface
->
container
;
DWORD
alloc_flag
=
srgb
?
SFLAG_SRGBALLOCATED
:
SFLAG_ALLOCATED
;
const
struct
wined3d_format
*
format
=
texture
->
resource
.
format
;
UINT
sub_count
=
texture
->
level_count
*
texture
->
layer_count
;
const
struct
wined3d_color_key_conversion
*
conversion
;
BOOL
converted
=
FALSE
;
UINT
i
;
TRACE
(
"surface %p is a subresource of texture %p.
\n
"
,
surface
,
texture
);
if
(
format
->
convert
)
{
converted
=
TRUE
;
}
else
if
((
conversion
=
wined3d_format_get_color_key_conversion
(
texture
,
TRUE
)))
{
converted
=
TRUE
;
format
=
wined3d_get_format
(
context
->
gl_info
,
conversion
->
dst_format
);
}
wined3d_texture_bind_and_dirtify
(
texture
,
context
,
srgb
);
for
(
i
=
0
;
i
<
sub_count
;
++
i
)
{
struct
wined3d_surface
*
s
=
surface_from_resource
(
texture
->
sub_resources
[
i
]);
if
(
s
->
flags
&
alloc_flag
)
continue
;
if
(
converted
)
s
->
flags
|=
SFLAG_CONVERTED
;
else
s
->
flags
&=
~
SFLAG_CONVERTED
;
surface_allocate_surface
(
s
,
context
->
gl_info
,
format
,
srgb
);
s
->
flags
|=
alloc_flag
;
}
}
void
surface_prepare_rb
(
struct
wined3d_surface
*
surface
,
const
struct
wined3d_gl_info
*
gl_info
,
BOOL
multisample
)
{
if
(
multisample
)
...
...
@@ -3952,7 +3833,7 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
switch
(
location
)
{
case
WINED3D_LOCATION_TEXTURE_RGB
:
surface_prepare_texture
(
surface
,
context
,
FALSE
);
wined3d_texture_prepare_texture
(
surface
->
container
,
context
,
FALSE
);
break
;
case
WINED3D_LOCATION_RB_MULTISAMPLE
:
surface_prepare_rb
(
surface
,
gl_info
,
TRUE
);
...
...
@@ -4297,7 +4178,7 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
/* TODO: Use already acquired context when possible. */
context
=
context_acquire
(
device
,
NULL
);
surface_prepare_texture
(
surfac
e
,
context
,
srgb
);
wined3d_texture_prepare_texture
(
textur
e
,
context
,
srgb
);
wined3d_texture_bind_and_dirtify
(
texture
,
context
,
srgb
);
if
(
texture
->
color_key_flags
&
WINEDDSD_CKSRCBLT
)
...
...
dlls/wined3d/texture.c
View file @
0c0a2adc
...
...
@@ -749,6 +749,11 @@ HRESULT CDECL wined3d_texture_update_desc(struct wined3d_texture *texture, UINT
return
wined3d_surface_update_desc
(
surface
,
gl_info
,
mem
,
pitch
);
}
void
wined3d_texture_prepare_texture
(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
)
{
texture
->
texture_ops
->
texture_prepare_texture
(
texture
,
context
,
srgb
);
}
void
CDECL
wined3d_texture_generate_mipmaps
(
struct
wined3d_texture
*
texture
)
{
/* TODO: Implement filters using GL_SGI_generate_mipmaps. */
...
...
@@ -812,11 +817,122 @@ static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource
wined3d_surface_destroy
(
surface
);
}
/* Context activation is done by the caller. */
static
void
texture2d_prepare_texture
(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
)
{
UINT
sub_count
=
texture
->
level_count
*
texture
->
layer_count
;
DWORD
alloc_flag
=
srgb
?
SFLAG_SRGBALLOCATED
:
SFLAG_ALLOCATED
;
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
;
BOOL
converted
=
FALSE
;
GLenum
internal
;
UINT
i
;
TRACE
(
"texture %p, format %s.
\n
"
,
texture
,
debug_d3dformat
(
format
->
id
));
if
(
format
->
convert
)
{
converted
=
TRUE
;
}
else
if
((
conversion
=
wined3d_format_get_color_key_conversion
(
texture
,
TRUE
)))
{
converted
=
TRUE
;
format
=
wined3d_get_format
(
gl_info
,
conversion
->
dst_format
);
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
);
for
(
i
=
0
;
i
<
sub_count
;
++
i
)
{
struct
wined3d_surface
*
surface
=
surface_from_resource
(
texture
->
sub_resources
[
i
]);
GLsizei
height
=
surface
->
pow2Height
;
GLsizei
width
=
surface
->
pow2Width
;
const
BYTE
*
mem
=
NULL
;
if
(
surface
->
flags
&
alloc_flag
)
continue
;
if
(
converted
)
surface
->
flags
|=
SFLAG_CONVERTED
;
else
surface
->
flags
&=
~
SFLAG_CONVERTED
;
if
(
format
->
flags
&
WINED3DFMT_FLAG_HEIGHT_SCALE
)
{
height
*=
format
->
height_scale
.
numerator
;
height
/=
format
->
height_scale
.
denominator
;
}
TRACE
(
"surface %p, target %#x, level %d, width %d, height %d.
\n
"
,
surface
,
surface
->
texture_target
,
surface
->
texture_level
,
width
,
height
);
if
(
gl_info
->
supported
[
APPLE_CLIENT_STORAGE
])
{
if
(
surface
->
flags
&
(
SFLAG_NONPOW2
|
SFLAG_DIBSECTION
|
SFLAG_CONVERTED
)
||
!
surface
->
resource
.
heap_memory
)
{
/* In some cases we want to disable client storage.
* SFLAG_NONPOW2 has a bigger opengl texture than the client memory, and different pitches
* SFLAG_DIBSECTION: Dibsections may have read / write protections on the memory. Avoid issues...
* SFLAG_CONVERTED: The conversion destination memory is freed after loading the surface
* heap_memory == NULL: Not defined in the extension. Seems to disable client storage effectively
*/
surface
->
flags
&=
~
SFLAG_CLIENT
;
}
else
{
surface
->
flags
|=
SFLAG_CLIENT
;
mem
=
surface
->
resource
.
heap_memory
;
gl_info
->
gl_ops
.
gl
.
p_glPixelStorei
(
GL_UNPACK_CLIENT_STORAGE_APPLE
,
GL_TRUE
);
checkGLcall
(
"glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"
);
}
}
if
(
format
->
flags
&
WINED3DFMT_FLAG_COMPRESSED
&&
mem
)
{
GL_EXTCALL
(
glCompressedTexImage2DARB
(
surface
->
texture_target
,
surface
->
texture_level
,
internal
,
width
,
height
,
0
,
surface
->
resource
.
size
,
mem
));
checkGLcall
(
"glCompressedTexImage2DARB"
);
}
else
{
gl_info
->
gl_ops
.
gl
.
p_glTexImage2D
(
surface
->
texture_target
,
surface
->
texture_level
,
internal
,
width
,
height
,
0
,
format
->
glFormat
,
format
->
glType
,
mem
);
checkGLcall
(
"glTexImage2D"
);
}
if
(
mem
)
{
gl_info
->
gl_ops
.
gl
.
p_glPixelStorei
(
GL_UNPACK_CLIENT_STORAGE_APPLE
,
GL_FALSE
);
checkGLcall
(
"glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"
);
}
surface
->
flags
|=
alloc_flag
;
}
}
static
const
struct
wined3d_texture_ops
texture2d_ops
=
{
texture2d_sub_resource_load
,
texture2d_sub_resource_add_dirty_region
,
texture2d_sub_resource_cleanup
,
texture2d_prepare_texture
,
};
static
ULONG
texture_resource_incref
(
struct
wined3d_resource
*
resource
)
...
...
@@ -1145,11 +1261,56 @@ static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource
wined3d_volume_destroy
(
volume
);
}
static
void
texture3d_prepare_texture
(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
)
{
DWORD
alloc_flag
=
srgb
?
WINED3D_VFLAG_SRGB_ALLOCATED
:
WINED3D_VFLAG_ALLOCATED
;
unsigned
int
sub_count
=
texture
->
level_count
*
texture
->
layer_count
;
const
struct
wined3d_format
*
format
=
texture
->
resource
.
format
;
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
unsigned
int
i
;
wined3d_texture_bind_and_dirtify
(
texture
,
context
,
srgb
);
for
(
i
=
0
;
i
<
sub_count
;
++
i
)
{
struct
wined3d_volume
*
volume
=
volume_from_resource
(
texture
->
sub_resources
[
i
]);
void
*
mem
=
NULL
;
if
(
volume
->
flags
&
alloc_flag
)
continue
;
if
(
gl_info
->
supported
[
APPLE_CLIENT_STORAGE
]
&&
!
format
->
convert
&&
volume_prepare_system_memory
(
volume
))
{
TRACE
(
"Enabling GL_UNPACK_CLIENT_STORAGE_APPLE for volume %p
\n
"
,
volume
);
gl_info
->
gl_ops
.
gl
.
p_glPixelStorei
(
GL_UNPACK_CLIENT_STORAGE_APPLE
,
GL_TRUE
);
checkGLcall
(
"glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"
);
mem
=
volume
->
resource
.
heap_memory
;
volume
->
flags
|=
WINED3D_VFLAG_CLIENT_STORAGE
;
}
GL_EXTCALL
(
glTexImage3DEXT
(
GL_TEXTURE_3D
,
volume
->
texture_level
,
srgb
?
format
->
glGammaInternal
:
format
->
glInternal
,
volume
->
resource
.
width
,
volume
->
resource
.
height
,
volume
->
resource
.
depth
,
0
,
format
->
glFormat
,
format
->
glType
,
mem
));
checkGLcall
(
"glTexImage3D"
);
if
(
mem
)
{
gl_info
->
gl_ops
.
gl
.
p_glPixelStorei
(
GL_UNPACK_CLIENT_STORAGE_APPLE
,
GL_FALSE
);
checkGLcall
(
"glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"
);
}
volume
->
flags
|=
alloc_flag
;
}
}
static
const
struct
wined3d_texture_ops
texture3d_ops
=
{
texture3d_sub_resource_load
,
texture3d_sub_resource_add_dirty_region
,
texture3d_sub_resource_cleanup
,
texture3d_prepare_texture
,
};
static
HRESULT
volumetexture_init
(
struct
wined3d_texture
*
texture
,
const
struct
wined3d_resource_desc
*
desc
,
...
...
dlls/wined3d/volume.c
View file @
0c0a2adc
...
...
@@ -27,11 +27,7 @@
WINE_DEFAULT_DEBUG_CHANNEL
(
d3d_surface
);
WINE_DECLARE_DEBUG_CHANNEL
(
d3d_perf
);
#define WINED3D_VFLAG_ALLOCATED 0x00000001
#define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000002
#define WINED3D_VFLAG_CLIENT_STORAGE 0x00000004
static
BOOL
volume_prepare_system_memory
(
struct
wined3d_volume
*
volume
)
BOOL
volume_prepare_system_memory
(
struct
wined3d_volume
*
volume
)
{
if
(
volume
->
resource
.
heap_memory
)
return
TRUE
;
...
...
@@ -44,37 +40,6 @@ static BOOL volume_prepare_system_memory(struct wined3d_volume *volume)
return
TRUE
;
}
/* Context activation is done by the caller. */
static
void
wined3d_volume_allocate_texture
(
struct
wined3d_volume
*
volume
,
const
struct
wined3d_context
*
context
,
BOOL
srgb
)
{
const
struct
wined3d_gl_info
*
gl_info
=
context
->
gl_info
;
const
struct
wined3d_format
*
format
=
volume
->
resource
.
format
;
void
*
mem
=
NULL
;
if
(
gl_info
->
supported
[
APPLE_CLIENT_STORAGE
]
&&
!
format
->
convert
&&
volume_prepare_system_memory
(
volume
))
{
TRACE
(
"Enabling GL_UNPACK_CLIENT_STORAGE_APPLE for volume %p
\n
"
,
volume
);
gl_info
->
gl_ops
.
gl
.
p_glPixelStorei
(
GL_UNPACK_CLIENT_STORAGE_APPLE
,
GL_TRUE
);
checkGLcall
(
"glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)"
);
mem
=
volume
->
resource
.
heap_memory
;
volume
->
flags
|=
WINED3D_VFLAG_CLIENT_STORAGE
;
}
GL_EXTCALL
(
glTexImage3DEXT
(
GL_TEXTURE_3D
,
volume
->
texture_level
,
srgb
?
format
->
glGammaInternal
:
format
->
glInternal
,
volume
->
resource
.
width
,
volume
->
resource
.
height
,
volume
->
resource
.
depth
,
0
,
format
->
glFormat
,
format
->
glType
,
mem
));
checkGLcall
(
"glTexImage3D"
);
if
(
mem
)
{
gl_info
->
gl_ops
.
gl
.
p_glPixelStorei
(
GL_UNPACK_CLIENT_STORAGE_APPLE
,
GL_FALSE
);
checkGLcall
(
"glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)"
);
}
}
static
void
wined3d_volume_get_pitch
(
const
struct
wined3d_volume
*
volume
,
UINT
*
row_pitch
,
UINT
*
slice_pitch
)
{
...
...
@@ -405,28 +370,9 @@ static void wined3d_volume_load_location(struct wined3d_volume *volume,
/* Context activation is done by the caller. */
void
wined3d_volume_load
(
struct
wined3d_volume
*
volume
,
struct
wined3d_context
*
context
,
BOOL
srgb_mode
)
{
wined3d_texture_bind_and_dirtify
(
volume
->
container
,
context
,
srgb_mode
);
if
(
srgb_mode
)
{
if
(
!
(
volume
->
flags
&
WINED3D_VFLAG_SRGB_ALLOCATED
))
{
wined3d_volume_allocate_texture
(
volume
,
context
,
TRUE
);
volume
->
flags
|=
WINED3D_VFLAG_SRGB_ALLOCATED
;
}
wined3d_volume_load_location
(
volume
,
context
,
WINED3D_LOCATION_TEXTURE_SRGB
);
}
else
{
if
(
!
(
volume
->
flags
&
WINED3D_VFLAG_ALLOCATED
))
{
wined3d_volume_allocate_texture
(
volume
,
context
,
FALSE
);
volume
->
flags
|=
WINED3D_VFLAG_ALLOCATED
;
}
wined3d_volume_load_location
(
volume
,
context
,
WINED3D_LOCATION_TEXTURE_RGB
);
}
wined3d_texture_prepare_texture
(
volume
->
container
,
context
,
srgb_mode
);
wined3d_volume_load_location
(
volume
,
context
,
srgb_mode
?
WINED3D_LOCATION_TEXTURE_SRGB
:
WINED3D_LOCATION_TEXTURE_RGB
);
}
/* Context activation is done by the caller. */
...
...
dlls/wined3d/wined3d_private.h
View file @
0c0a2adc
...
...
@@ -2116,6 +2116,8 @@ struct wined3d_texture_ops
void
(
*
texture_sub_resource_add_dirty_region
)(
struct
wined3d_resource
*
sub_resource
,
const
struct
wined3d_box
*
dirty_region
);
void
(
*
texture_sub_resource_cleanup
)(
struct
wined3d_resource
*
sub_resource
);
void
(
*
texture_prepare_texture
)(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
);
};
#define WINED3D_TEXTURE_COND_NP2 0x00000001
...
...
@@ -2170,6 +2172,8 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
struct
wined3d_context
*
context
,
BOOL
srgb
)
DECLSPEC_HIDDEN
;
void
wined3d_texture_load
(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
)
DECLSPEC_HIDDEN
;
void
wined3d_texture_prepare_texture
(
struct
wined3d_texture
*
texture
,
struct
wined3d_context
*
context
,
BOOL
srgb
)
DECLSPEC_HIDDEN
;
void
wined3d_texture_set_dirty
(
struct
wined3d_texture
*
texture
)
DECLSPEC_HIDDEN
;
void
wined3d_texture_set_swapchain
(
struct
wined3d_texture
*
texture
,
struct
wined3d_swapchain
*
swapchain
)
DECLSPEC_HIDDEN
;
...
...
@@ -2187,6 +2191,10 @@ void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
const
char
*
wined3d_debug_location
(
DWORD
location
)
DECLSPEC_HIDDEN
;
#define WINED3D_VFLAG_ALLOCATED 0x00000001
#define WINED3D_VFLAG_SRGB_ALLOCATED 0x00000002
#define WINED3D_VFLAG_CLIENT_STORAGE 0x00000004
struct
wined3d_volume
{
struct
wined3d_resource
resource
;
...
...
@@ -2203,6 +2211,7 @@ static inline struct wined3d_volume *volume_from_resource(struct wined3d_resourc
return
CONTAINING_RECORD
(
resource
,
struct
wined3d_volume
,
resource
);
}
BOOL
volume_prepare_system_memory
(
struct
wined3d_volume
*
volume
)
DECLSPEC_HIDDEN
;
HRESULT
wined3d_volume_create
(
struct
wined3d_texture
*
container
,
const
struct
wined3d_resource_desc
*
desc
,
unsigned
int
level
,
struct
wined3d_volume
**
volume
)
DECLSPEC_HIDDEN
;
void
wined3d_volume_destroy
(
struct
wined3d_volume
*
volume
)
DECLSPEC_HIDDEN
;
...
...
@@ -2314,8 +2323,6 @@ HRESULT surface_load_location(struct wined3d_surface *surface, DWORD location) D
void
surface_modify_ds_location
(
struct
wined3d_surface
*
surface
,
DWORD
location
,
UINT
w
,
UINT
h
)
DECLSPEC_HIDDEN
;
void
surface_prepare_rb
(
struct
wined3d_surface
*
surface
,
const
struct
wined3d_gl_info
*
gl_info
,
BOOL
multisample
)
DECLSPEC_HIDDEN
;
void
surface_prepare_texture
(
struct
wined3d_surface
*
surface
,
struct
wined3d_context
*
context
,
BOOL
srgb
)
DECLSPEC_HIDDEN
;
void
surface_set_compatible_renderbuffer
(
struct
wined3d_surface
*
surface
,
const
struct
wined3d_surface
*
rt
)
DECLSPEC_HIDDEN
;
void
surface_set_texture_target
(
struct
wined3d_surface
*
surface
,
GLenum
target
,
GLint
level
)
DECLSPEC_HIDDEN
;
...
...
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