wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_release_client_storage().
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0d86323778
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@ -1993,25 +1993,24 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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return WINED3D_OK;
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}
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static void surface_release_client_storage(IWineD3DSurface *iface)
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static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
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struct wined3d_context *context;
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context = context_acquire(This->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
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context = context_acquire(surface->resource.device, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
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if(This->texture_name)
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if (surface->texture_name)
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{
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surface_bind_and_dirtify(This, FALSE);
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glTexImage2D(This->texture_target, This->texture_level,
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surface_bind_and_dirtify(surface, FALSE);
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glTexImage2D(surface->texture_target, surface->texture_level,
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GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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if(This->texture_name_srgb)
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if (surface->texture_name_srgb)
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{
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surface_bind_and_dirtify(This, TRUE);
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glTexImage2D(This->texture_target, This->texture_level,
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surface_bind_and_dirtify(surface, TRUE);
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glTexImage2D(surface->texture_target, surface->texture_level,
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GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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@ -2019,9 +2018,9 @@ static void surface_release_client_storage(IWineD3DSurface *iface)
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LEAVE_GL();
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context_release(context);
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
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surface_force_reload(This);
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IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSRGBTEX, FALSE);
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IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
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surface_force_reload(surface);
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}
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static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC)
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@ -2052,7 +2051,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHD
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if(!This->hDC) {
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if(This->Flags & SFLAG_CLIENT) {
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IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
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surface_release_client_storage(iface);
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surface_release_client_storage(This);
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}
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hr = IWineD3DBaseSurfaceImpl_CreateDIBSection(iface);
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if(FAILED(hr)) return WINED3DERR_INVALIDCALL;
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@ -2828,9 +2827,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *M
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
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/* For client textures opengl has to be notified */
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if(This->Flags & SFLAG_CLIENT) {
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surface_release_client_storage(iface);
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}
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if (This->Flags & SFLAG_CLIENT)
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surface_release_client_storage(This);
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/* Now free the old memory if any */
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HeapFree(GetProcessHeap(), 0, release);
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@ -2841,9 +2839,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *M
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if(This->resource.heapMemory != NULL) ERR("User pointer surface has heap memory allocated\n");
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This->Flags &= ~SFLAG_USERPTR;
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if(This->Flags & SFLAG_CLIENT) {
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surface_release_client_storage(iface);
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}
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if (This->Flags & SFLAG_CLIENT)
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surface_release_client_storage(This);
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}
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return WINED3D_OK;
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}
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