DWORD LODNew )
{
DWORD old = This->managed.lod;
+ DWORD max_level;
DBG("This=%p LODNew=%d\n", This, LODNew);
user_assert(This->base.pool == D3DPOOL_MANAGED, 0);
- This->managed.lod = MIN2(LODNew, This->base.info.last_level);
+ max_level = (This->base.usage & D3DUSAGE_AUTOGENMIPMAP) ?
+ 0 : This->base.info.last_level;
+ This->managed.lod = MIN2(LODNew, max_level);
if (This->managed.lod != old && This->bind_count && LIST_IS_EMPTY(&This->list))
list_add(&This->list, &This->base.base.device->update_textures);
assert(This->base.pool == D3DPOOL_MANAGED);
if (This->base.usage & D3DUSAGE_AUTOGENMIPMAP)
- last_level = 0; /* TODO: What if level 0 is not resident ? */
+ last_level = 0;
update_lod = This->managed.lod_resident != This->managed.lod;
if (!update_lod && !This->managed.dirty)
if (This->base.usage & D3DUSAGE_AUTOGENMIPMAP)
This->dirty_mip = TRUE;
- /* TODO: if dirty only because of lod change, only generate added levels */
DBG("DONE, generate mip maps = %i\n", This->dirty_mip);
return D3D_OK;
Width, Height,
info->last_level);
} else if (Pool != D3DPOOL_DEFAULT) {
+ /* TODO: For D3DUSAGE_AUTOGENMIPMAP, it is likely we only have to
+ * allocate only for the first level, since it is the only lockable
+ * level. Check apps don't crash if we allocate smaller buffer (some
+ * apps access sublevels of texture even if they locked only first
+ * level) */
level_offsets = alloca(sizeof(unsigned) * (info->last_level + 1));
user_buffer = MALLOC(
nine_format_get_size_and_offsets(pf, level_offsets,