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wine
wine-winehq
Commits
2374c456
Commit
2374c456
authored
Sep 16, 2007
by
Roderick Colenbrander
Committed by
Alexandre Julliard
Sep 17, 2007
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wined3d: Add pbo support for compressed textures.
parent
0b0f353b
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1 changed file
with
19 additions
and
5 deletions
+19
-5
surface.c
dlls/wined3d/surface.c
+19
-5
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dlls/wined3d/surface.c
View file @
2374c456
...
...
@@ -170,15 +170,29 @@ static void surface_upload_data(IWineD3DSurfaceImpl *This, GLenum internal, GLsi
This
->
Flags
|=
SFLAG_CLIENT
;
}
TRACE
(
"(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p
\n
"
,
This
,
width
,
height
,
data
);
ENTER_GL
();
/* glCompressedTexSubImage2D for uploading and glTexImage2D for allocating does not work well on some drivers(r200 dri, MacOS ATI driver)
* glCompressedTexImage2D does not accept NULL pointers. So for compressed textures surface_allocate_surface does nothing, and this
* function uses glCompressedTexImage2D instead of the SubImage call
*/
GL_EXTCALL
(
glCompressedTexImage2DARB
(
This
->
glDescription
.
target
,
This
->
glDescription
.
level
,
internal
,
width
,
height
,
0
/* border */
,
This
->
resource
.
size
,
data
));
checkGLcall
(
"glCompressedTexSubImage2D"
);
TRACE
(
"(%p) : Calling glCompressedTexSubImage2D w %d, h %d, data %p
\n
"
,
This
,
width
,
height
,
data
);
ENTER_GL
();
if
(
This
->
Flags
&
SFLAG_PBO
)
{
GL_EXTCALL
(
glBindBufferARB
(
GL_PIXEL_UNPACK_BUFFER_ARB
,
This
->
pbo
));
checkGLcall
(
"glBindBufferARB"
);
TRACE
(
"(%p) pbo: %#x, data: %p
\n
"
,
This
,
This
->
pbo
,
data
);
GL_EXTCALL
(
glCompressedTexImage2DARB
(
This
->
glDescription
.
target
,
This
->
glDescription
.
level
,
internal
,
width
,
height
,
0
/* border */
,
This
->
resource
.
size
,
NULL
));
checkGLcall
(
"glCompressedTexSubImage2D"
);
GL_EXTCALL
(
glBindBufferARB
(
GL_PIXEL_UNPACK_BUFFER_ARB
,
0
));
checkGLcall
(
"glBindBufferARB"
);
}
else
{
GL_EXTCALL
(
glCompressedTexImage2DARB
(
This
->
glDescription
.
target
,
This
->
glDescription
.
level
,
internal
,
width
,
height
,
0
/* border */
,
This
->
resource
.
size
,
data
));
checkGLcall
(
"glCompressedTexSubImage2D"
);
}
LEAVE_GL
();
}
}
else
{
...
...
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