On Wed, Jan 3, 2018 at 4:18 PM, Sven Hesse shesse@codeweavers.com wrote:
@@ -2036,6 +2071,123 @@ static const struct wined3d_resource_ops texture_resource_ops = texture_resource_sub_resource_unmap, };
+static HRESULT texture1d_init(struct wined3d_texture *texture, const struct wined3d_resource_desc *desc,
unsigned int layer_count, unsigned int level_count, DWORD flags, struct wined3d_device *device,
void *parent, const struct wined3d_parent_ops *parent_ops)
+{
- struct wined3d_device_parent *device_parent = device->device_parent;
- const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
- struct wined3d_surface *surfaces;
- unsigned int i, j;
- HRESULT hr;
- if (layer_count > 1 && !gl_info->supported[EXT_TEXTURE_ARRAY])
- {
WARN("OpenGL implementation does not support array textures.\n");
return WINED3DERR_INVALIDCALL;
- }
- /* TODO: It should only be possible to create textures for formats
* that are reported as supported. */
- if (WINED3DFMT_UNKNOWN >= desc->format)
- {
WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN.\n", texture);
return WINED3DERR_INVALIDCALL;
- }
- if (desc->usage & WINED3DUSAGE_DYNAMIC && desc->pool == WINED3D_POOL_MANAGED)
FIXME("Trying to create a managed texture with dynamic usage.\n");
- if ((desc->width & (desc->width - 1)) && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
- {
WARN("Attempted to create a NPOT 1D texture (%u) without GL support.\n", desc->width);
return WINED3DERR_INVALIDCALL;
- }
- if (desc->width > gl_info->limits.texture_size && (desc->usage & WINED3DUSAGE_TEXTURE))
- {
WARN("Dimensions (%ux) exceed the maximum texture size.\n", desc->width);
return WINED3DERR_NOTAVAILABLE;
- }
- /* Calculate levels for mip mapping. */
- if (desc->usage & WINED3DUSAGE_AUTOGENMIPMAP)
- {
if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
{
WARN("No mipmap generation support, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
if (level_count != 1)
{
WARN("WINED3DUSAGE_AUTOGENMIPMAP is set, and level count != 1, returning D3DERR_INVALIDCALL.\n");
return WINED3DERR_INVALIDCALL;
}
- }
- if (FAILED(hr = wined3d_texture_init(texture, &texture1d_ops, layer_count, level_count, desc,
flags, device, parent, parent_ops, &texture_resource_ops)))
- {
WARN("Failed to initialize texture, returning %#x.\n", hr);
return hr;
- }
- texture->pow2_matrix[0] = 1.0f;
- texture->pow2_matrix[5] = 1.0f;
- texture->pow2_matrix[10] = 1.0f;
- texture->pow2_matrix[15] = 1.0f;
- texture->target = (layer_count > 1) ? GL_TEXTURE_1D_ARRAY : GL_TEXTURE_1D;
- if (wined3d_texture_use_pbo(texture, gl_info))
texture->resource.map_binding = WINED3D_LOCATION_BUFFER;
- if (level_count > ~(SIZE_T)0 / layer_count
|| !(surfaces = wined3d_calloc(level_count * layer_count, sizeof(*surfaces))))
- {
wined3d_texture_cleanup_sync(texture);
return E_OUTOFMEMORY;
- }
- /* Generate all the surfaces. */
- for (i = 0; i < texture->level_count; ++i)
- {
for (j = 0; j < texture->layer_count; ++j)
{
struct wined3d_texture_sub_resource *sub_resource;
unsigned int idx = j * texture->level_count + i;
struct wined3d_surface *surface;
surface = &surfaces[idx];
surface->container = texture;
surface->texture_target = texture->target;
surface->texture_level = i;
surface->texture_layer = j;
list_init(&surface->renderbuffers);
list_init(&surface->overlays);
sub_resource = &texture->sub_resources[idx];
sub_resource->locations = WINED3D_LOCATION_DISCARDED;
sub_resource->u.surface = surface;
if (FAILED(hr = device_parent->ops->surface_created(device_parent,
texture, idx, &sub_resource->parent, &sub_resource->parent_ops)))
{
WARN("Failed to create surface parent, hr %#x.\n", hr);
sub_resource->parent = NULL;
wined3d_texture_cleanup_sync(texture);
return hr;
}
TRACE("parent %p, parent_ops %p.\n", sub_resource->parent, sub_resource->parent_ops);
TRACE("Created surface level %u, layer %u @ %p.\n", i, j, surface);
}
- }
- return WINED3D_OK;
+}
This duplicates quite a lot of code. Did you consider integrating 1D textures with 2D textures more closely?