Module: wine Branch: master Commit: 2374c456bcb0d7f0a86821ebda645f7332214e57 URL: http://source.winehq.org/git/wine.git/?a=commit;h=2374c456bcb0d7f0a86821ebda...
Author: Roderick Colenbrander thunderbird2k@gmx.net Date: Sun Sep 16 13:36:35 2007 +0200
wined3d: Add pbo support for compressed textures.
---
dlls/wined3d/surface.c | 24 +++++++++++++++++++----- 1 files changed, 19 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 948b9bd..fc0ba4a 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -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 {