vbox/src/VBox/Additions/WINNT/Graphics/Wine_new/wined3d/volume.c
/* Context activation is done by the caller. */
Context activation is done by the caller.
Context activation is done by the caller .
void volume_load(const struct wined3d_volume *volume, struct wined3d_context *context, UINT level, BOOL srgb_mode)
{
    const struct wined3d_gl_info *gl_info = context->gl_info;
    const struct wined3d_format *format = volume->resource.format;
    TRACE("volume %p, context %p, level %u, srgb %#x, format %s (%#x).\n",
            volume, context, level, srgb_mode, debug_d3dformat(format->id), format->id);
    volume_bind_and_dirtify(volume, context);
    GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, level, format->glInternal,
            volume->resource.width, volume->resource.height, volume->resource.depth,
            0, format->glFormat, format->glType, volume->resource.allocatedMemory));
    checkGLcall("glTexImage3D");
}
void volume_load ( const struct wined3d_volume * volume , struct wined3d_context * context , UINT level , BOOL srgb_mode ) { const struct wined3d_gl_info * gl_info = context -> gl_info ; const struct wined3d_format * format = volume -> resource . format ; TRACE ( " \n " , volume , context , level , srgb_mode , debug_d3dformat ( format -> id ) , format -> id ) ; volume_bind_and_dirtify ( volume , context ) ; GL_EXTCALL ( glTexImage3DEXT ( GL_TEXTURE_3D , level , format -> glInternal , volume -> resource . width , volume -> resource . height , volume -> resource . depth , 0 , format -> glFormat , format -> glType , volume -> resource . allocatedMemory ) ) ; checkGLcall ( " " ) ; }
Context activation is done by the caller.
Context activation is done by the caller .
/* When adding code releasing volume->resource.allocatedMemory to save
     * data keep in mind that GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by
     * default if supported(GL_APPLE_client_storage). Thus do not release
     * volume->resource.allocatedMemory if GL_APPLE_client_storage is
     * supported. */