wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_release_client_storage().

This commit is contained in:
Henri Verbeet 2010-04-28 00:08:49 +02:00 committed by Alexandre Julliard
parent 23a377f02b
commit 0d86323778
1 changed files with 18 additions and 21 deletions

View File

@ -1993,25 +1993,24 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
return WINED3D_OK;
}
static void surface_release_client_storage(IWineD3DSurface *iface)
static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
{
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
struct wined3d_context *context;
context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
context = context_acquire(surface->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
if(This->texture_name)
if (surface->texture_name)
{
surface_bind_and_dirtify(This, FALSE);
glTexImage2D(This->texture_target, This->texture_level,
surface_bind_and_dirtify(surface, FALSE);
glTexImage2D(surface->texture_target, surface->texture_level,
GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
}
if(This->texture_name_srgb)
if (surface->texture_name_srgb)
{
surface_bind_and_dirtify(This, TRUE);
glTexImage2D(This->texture_target, This->texture_level,
surface_bind_and_dirtify(surface, TRUE);
glTexImage2D(surface->texture_target, surface->texture_level,
GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
}
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
@ -2019,9 +2018,9 @@ static void surface_release_client_storage(IWineD3DSurface *iface)
LEAVE_GL();
context_release(context);
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
surface_force_reload(This);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSRGBTEX, FALSE);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
surface_force_reload(surface);
}
static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
@ -2052,7 +2051,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHD
if(!This->hDC) {
if(This->Flags & SFLAG_CLIENT) {
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
surface_release_client_storage(iface);
surface_release_client_storage(This);
}
hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
@ -2828,9 +2827,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *M
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
/* For client textures opengl has to be notified */
if(This->Flags & SFLAG_CLIENT) {
surface_release_client_storage(iface);
}
if (This->Flags & SFLAG_CLIENT)
surface_release_client_storage(This);
/* Now free the old memory if any */
HeapFree(GetProcessHeap(), 0, release);
@ -2841,9 +2839,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *M
if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
This->Flags &= ~SFLAG_USERPTR;
if(This->Flags & SFLAG_CLIENT) {
surface_release_client_storage(iface);
}
if (This->Flags & SFLAG_CLIENT)
surface_release_client_storage(This);
}
return WINED3D_OK;
}