Module: wine
Branch: master
Commit: 9ba3f389f665aae45b6a8a6861f9621b020e5c25
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9ba3f389f665aae45b6a8a686…
Author: Stefan Dösinger <stefandoesinger(a)gmx.at>
Date: Sun Jul 8 23:33:48 2007 +0200
wined3d: Initialize surfaces at creation.
---
dlls/wined3d/surface.c | 9 +++++----
1 files changed, 5 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 027f8f1..07467be 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -3464,13 +3464,14 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_PrivateSetup(IWineD3DSurface *iface) {
This->glRect.bottom = This->pow2Height;
}
- if(GL_SUPPORT(APPLE_CLIENT_STORAGE) && This->resource.allocatedMemory == NULL) {
- /* Make sure that memory is allocated from the start if we are going to use GL_APPLE_client_storage.
- * Otherwise a glTexImage2D with a NULL pointer may be done, e.g. when blitting or with offscreen render
- * targets, thus the client storage wouldn't be used for that texture
+ if(This->resource.allocatedMemory == NULL) {
+ /* Make sure memory exists from the start, and it is initialized properly. D3D initializes surfaces,
+ * gl does not, so we need to upload zeroes to init the gl texture.
*/
This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + 4);
}
+ This->Flags |= SFLAG_INSYSMEM;
+
return WINED3D_OK;
}