Re: 3/2 wined3d: move palette uploading code over to blit_shader
On 3 March 2010 13:51, Roderick Colenbrander <thunderbird2k(a)gmail.com> wrote:
- HRESULT (*set_shader)(IWineD3DDevice *iface, const struct GlPixelFormatDesc *format_desc, + HRESULT (*set_shader)(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface, GLenum textype, UINT width, UINT height); If you're passing the surface, you don't need textype, width and height either.
+void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey); This is wined3d internal, it should be DECLSPEC_HIDDEN.
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD); - d3dfmt_p8_upload_palette(iface, convert); + IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL); context_release(context);
LoadLocation() will acquire its own context.
+static void upload_palette(IWineD3DSurfaceImpl *surface) +void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4], BOOL colorkey) These require an active context, please document that in a comment.
+ glBindTexture(GL_TEXTURE_1D, device->palette_texture); + + GL_EXTCALL(glActiveTextureARB(GL_TEXTURE1)); Is that right, binding the texture before switching to GL_TEXTURE1? Also, what happens to any previous textures bound on that unit?
participants (1)
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Henri Verbeet