wined3d: Implement the initial texture data upload on top of wined3d_device_update_sub_resource().

The idea is that wined3d_device_update_sub_resource() would get sent through
the command stream, while the current implementation wouldn't.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Henri Verbeet 2016-09-20 11:41:37 +02:00 committed by Alexandre Julliard
parent 60833cb39a
commit e58689a398
1 changed files with 2 additions and 13 deletions

View File

@ -2821,7 +2821,6 @@ HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct
if (data)
{
unsigned int sub_count = level_count * layer_count;
struct wined3d_context *context;
unsigned int i;
for (i = 0; i < sub_count; ++i)
@ -2835,21 +2834,11 @@ HRESULT CDECL wined3d_texture_create(struct wined3d_device *device, const struct
}
}
context = context_acquire(device, NULL);
wined3d_texture_prepare_texture(object, context, FALSE);
wined3d_texture_bind_and_dirtify(object, context, FALSE);
for (i = 0; i < sub_count; ++i)
{
const struct wined3d_const_bo_address addr = {0, data[i].data};
wined3d_texture_upload_data(object, i, context, &addr, data[i].row_pitch, data[i].slice_pitch);
wined3d_texture_validate_location(object, i, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(object, i, ~WINED3D_LOCATION_TEXTURE_RGB);
wined3d_device_update_sub_resource(device, &object->resource,
i, NULL, data[i].data, data[i].row_pitch, data[i].slice_pitch);
}
context_release(context);
}
TRACE("Created texture %p.\n", object);