Module: wine
Branch: refs/heads/master
Commit: cfcdb6515b5059aa1f4253a2e51a55fa67c78dfe
URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=cfcdb6515b5059aa1f4253a…
Author: Stefan Dösinger <stefan(a)codeweavers.com>
Date: Fri May 19 00:13:29 2006 +0200
wined3d: Sort of oversized surface support.
---
dlls/wined3d/device.c | 19 +++----------------
dlls/wined3d/surface.c | 34 +++++++++++++++++++++++++++++++++-
dlls/wined3d/wined3d_private.h | 3 +++
3 files changed, 39 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index cdedac0..c74b125 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -644,19 +644,6 @@ HRESULT WINAPI IWineD3DDeviceImpl_Creat
}
}
- /** Check against the maximum texture sizes supported by the video card **/
- if (pow2Width > GL_LIMITS(texture_size) || pow2Height > GL_LIMITS(texture_size)) {
- /* one of three options
- 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
- 2: Set the texture to the maxium size (bad idea)
- 3: WARN and return WINED3DERR_NOTAVAILABLE;
- */
- WARN("(%p) Application requested a surface w %d, h %d, but the graphics card only supports %d\n", This, Width, Height, GL_LIMITS(texture_size));
- return WINED3DERR_NOTAVAILABLE;
- }
-
-
-
/** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
* it is based around 4x4 pixel blocks it requires padding, so allocate enough
* space!
@@ -850,12 +837,12 @@ HRESULT WINAPI IWineD3DDeviceImpl_Creat
{
/* use the callback to create the texture surface */
hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
- if (hr!= WINED3D_OK) {
+ if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
int j;
FIXME("Failed to create surface %p\n", object);
/* clean up */
- for (j = 0 ; j < i ; j++) {
- IWineD3DSurface_Release(object->surfaces[j]);
+ for (j = 0 ; j <= i ; j++) {
+ if(object->surfaces[j]) IWineD3DSurface_Release(object->surfaces[j]);
}
/* heap free object */
HeapFree(GetProcessHeap(), 0, object);
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 7016f5d..a267ad2 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1161,6 +1161,11 @@ HRESULT WINAPI IWineD3DSurfaceImpl_LoadT
return WINED3D_OK;
}
+ if(!This->Flags & SFLAG_OVERSIZE) {
+ ERR("Loading an oversized texture not supported yet, will follow soon\n");
+ return WINED3D_OK; /* Return OK for now, easier for merging the code */
+ }
+
This->Flags &= ~SFLAG_DIRTY;
/* Resources are placed in system RAM and do not need to be recreated when a device is lost.
@@ -1916,7 +1921,34 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetCo
}
HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
- /* Nothing to do for now */
+ /** Check against the maximum texture sizes supported by the video card **/
+ IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
+
+ TRACE("%p\n", This);
+ if ((This->pow2Width > GL_LIMITS(texture_size) || This->pow2Height > GL_LIMITS(texture_size)) && !(This->resource.usage & (WINED3DUSAGE_RENDERTARGET | WINED3DUSAGE_DEPTHSTENCIL))) {
+ /* one of three options
+ 1: Do the same as we do with nonpow 2 and scale the texture, (any texture ops would require the texture to be scaled which is potentially slow)
+ 2: Set the texture to the maxium size (bad idea)
+ 3: WARN and return WINED3DERR_NOTAVAILABLE;
+ 4: Create the surface, but allow it to be used only for DirectDraw Blts. Some apps(e.g. Swat 3) create textures with a Height of 16 and a Width > 3000 and blt 16x16 letter areas from them to the render target.
+ */
+ WARN("(%p) Creating an oversized surface\n", This);
+ This->Flags |= SFLAG_OVERSIZE;
+
+ /* This will be initialized on the first blt */
+ This->glRect.left = 0;
+ This->glRect.top = 0;
+ This->glRect.right = 0;
+ This->glRect.bottom = 0;
+ } else {
+ /* No oversize, gl rect is the full texture size */
+ This->Flags &= ~SFLAG_OVERSIZE;
+ This->glRect.left = 0;
+ This->glRect.top = 0;
+ This->glRect.right = This->pow2Width;
+ This->glRect.bottom = This->pow2Height;
+ }
+
return WINED3D_OK;
}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index ebb2d86..0addae6 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -845,6 +845,9 @@ struct IWineD3DSurfaceImpl
UINT pow2Height;
UINT pow2Size;
+ /* Oversized texture */
+ RECT glRect;
+
#if 0
/* precalculated x and y scalings for texture coords */
float pow2scalingFactorX; /* = (Width / pow2Width ) */