wined3d: Remove ModifyLocation() from the public wined3d surface interface.

This commit is contained in:
Henri Verbeet 2010-07-21 18:48:21 +02:00 committed by Alexandre Julliard
parent ab418fc258
commit 147f24dd78
11 changed files with 81 additions and 78 deletions

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@ -7166,7 +7166,7 @@ HRESULT arbfp_blit_surface(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_
context_release(context);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
return WINED3D_OK;
}

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@ -2224,7 +2224,7 @@ static void context_setup_target(IWineD3DDeviceImpl *device,
surface_internal_preload(context->current_rt, SRGB_RGB);
}
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)context->current_rt, SFLAG_INDRAWABLE, FALSE);
surface_modify_location(context->current_rt, SFLAG_INDRAWABLE, FALSE);
device->isInDraw = oldInDraw;
}

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@ -84,7 +84,7 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change,
* this kills performance though :( */
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
}
}
}

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@ -4485,7 +4485,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
if (location == SFLAG_DS_ONSCREEN && depth_stencil != This->onscreen_depth_stencil)
device_switch_onscreen_ds(This, context, depth_stencil);
prepare_ds_clear(depth_stencil, context, location, &draw_rect, Count, clear_rect);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)depth_stencil, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(depth_stencil, SFLAG_INDRAWABLE, TRUE);
glDepthMask(GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
@ -4496,7 +4496,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
if (Flags & WINED3DCLEAR_TARGET)
{
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(target, SFLAG_INDRAWABLE, TRUE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
@ -5353,7 +5353,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
LEAVE_GL();
context_release(context);
IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INTEXTURE, TRUE);
surface_modify_location(dst_impl, SFLAG_INTEXTURE, TRUE);
sampler = This->rev_tex_unit_map[0];
if (sampler != WINED3D_UNMAPPED_STAGE)
{
@ -5490,7 +5490,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface,
struct wined3d_context *context;
if (rect) IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INDRAWABLE, NULL);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(surface, SFLAG_INDRAWABLE, TRUE);
context = context_acquire(This, surface);
context_apply_clear_state(context, This, surface, NULL);
@ -5848,7 +5848,7 @@ void stretch_rect_fbo(IWineD3DDeviceImpl *device, IWineD3DSurfaceImpl *src_surfa
context_release(context);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
}
static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget,

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@ -583,11 +583,11 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
/* Invalidate the back buffer memory so LockRect will read it the next time */
for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
{
IWineD3DSurface *target = (IWineD3DSurface *)This->render_targets[i];
IWineD3DSurfaceImpl *target = This->render_targets[i];
if (target)
{
IWineD3DSurface_LoadLocation(target, SFLAG_INDRAWABLE, NULL);
IWineD3DSurface_ModifyLocation(target, SFLAG_INDRAWABLE, TRUE);
IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
surface_modify_location(target, SFLAG_INDRAWABLE, TRUE);
}
}
}
@ -639,7 +639,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
surface_modify_ds_location(This->depth_stencil, location,
This->depth_stencil->ds_current_size.cx,
This->depth_stencil->ds_current_size.cy);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->depth_stencil, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(This->depth_stencil, SFLAG_INDRAWABLE, TRUE);
}
}
}

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@ -490,7 +490,7 @@ void surface_set_texture_name(IWineD3DSurfaceImpl *surface, GLuint new_name, BOO
* surface has no texture name yet. See if we can get rid of this. */
if (surface->Flags & flag)
ERR("Surface has SFLAG_INTEXTURE set, but no texture name\n");
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, flag, FALSE);
surface_modify_location(surface, flag, FALSE);
}
*name = new_name;
@ -962,7 +962,7 @@ void surface_add_dirty_rect(IWineD3DSurfaceImpl *surface, const RECT *dirty_rect
/* No partial locking for textures yet. */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
if (dirty_rect)
{
surface->dirtyRect.left = min(surface->dirtyRect.left, dirty_rect->left);
@ -1095,7 +1095,7 @@ void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srg
/* TODO: This is not necessarily needed with hw palettized texture support */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
}
}
@ -1159,7 +1159,8 @@ BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
memset(surface->resource.allocatedMemory, 0, surface->resource.size);
}
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
surface_modify_location(surface, SFLAG_INSYSMEM, TRUE);
return TRUE;
}
@ -1190,10 +1191,10 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
{
/* Load the surface into system memory */
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
}
IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
surface_modify_location(This, SFLAG_INTEXTURE, FALSE);
surface_modify_location(This, SFLAG_INSRGBTEX, FALSE);
This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
context = context_acquire(device, NULL);
@ -1987,8 +1988,8 @@ static void surface_release_client_storage(IWineD3DSurfaceImpl *surface)
LEAVE_GL();
context_release(context);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSRGBTEX, FALSE);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
surface_modify_location(surface, SFLAG_INSRGBTEX, FALSE);
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
surface_force_reload(surface);
}
@ -2510,7 +2511,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the color key change, this kills performance though :( */
/* TODO: This is not necessarily needed with hw palettized texture support */
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
} else {
TRACE("surface is already in texture\n");
return WINED3D_OK;
@ -2533,7 +2534,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
This->resource.allocatedMemory = NULL;
This->resource.heapMemory = NULL;
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, FALSE);
surface_modify_location(This, SFLAG_INSYSMEM, FALSE);
}
return WINED3D_OK;
@ -2641,7 +2642,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_SetMem(IWineD3DSurface *iface, void *M
This->Flags |= SFLAG_USERPTR | SFLAG_INSYSMEM;
/* Now the surface memory is most up do date. Invalidate drawable and texture */
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
/* For client textures opengl has to be notified */
if (This->Flags & SFLAG_CLIENT)
@ -2908,7 +2909,7 @@ static void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *dst_surface, IWineD3D
/* The texture is now most up to date - If the surface is a render target and has a drawable, this
* path is never entered
*/
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
}
/* Uses the hardware to stretch and flip the image */
@ -3190,7 +3191,7 @@ static void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *dst_surface, IWine
/* The texture is now most up to date - If the surface is a render target and has a drawable, this
* path is never entered
*/
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INTEXTURE, TRUE);
surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
}
/* Until the blit_shader is ready, define some prototypes here. */
@ -3571,7 +3572,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *dst_surface,
/* The surface is now in the drawable. On onscreen surfaces or without fbos the texture
* is outdated now
*/
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)dst_surface, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(dst_surface, SFLAG_INDRAWABLE, TRUE);
return WINED3D_OK;
} else {
@ -3766,14 +3767,17 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
/* We want to force a palette refresh, so mark the drawable as not being up to date */
IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
} else {
if(!(This->Flags & SFLAG_INSYSMEM)) {
surface_modify_location(This, SFLAG_INDRAWABLE, FALSE);
}
else
{
if (!(This->Flags & SFLAG_INSYSMEM))
{
TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
}
TRACE("Dirtifying surface\n");
IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
surface_modify_location(This, SFLAG_INSYSMEM, TRUE);
}
}
@ -4090,58 +4094,70 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
surface->ds_current_size.cy = surface->currentDesc.Height;
}
static void WINAPI IWineD3DSurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent)
{
IWineD3DBaseTexture *texture;
IWineD3DSurfaceImpl *overlay;
TRACE("(%p)->(%s, %s)\n", iface, debug_surflocation(flag),
persistent ? "TRUE" : "FALSE");
TRACE("surface %p, location %s, persitent %#x.\n",
surface, debug_surflocation(flag), persistent);
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
if (surface_is_offscreen(This))
if (surface_is_offscreen(surface))
{
/* With ORM_FBO, SFLAG_INTEXTURE and SFLAG_INDRAWABLE are the same for offscreen targets. */
if (flag & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) flag |= (SFLAG_INTEXTURE | SFLAG_INDRAWABLE);
}
else
{
TRACE("Surface %p is an onscreen surface\n", iface);
TRACE("Surface %p is an onscreen surface.\n", surface);
}
}
if(persistent) {
if(((This->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE)) ||
((This->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX))) {
if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
TRACE("Passing to container\n");
if (persistent)
{
if (((surface->Flags & SFLAG_INTEXTURE) && !(flag & SFLAG_INTEXTURE))
|| ((surface->Flags & SFLAG_INSRGBTEX) && !(flag & SFLAG_INSRGBTEX)))
{
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
&IID_IWineD3DBaseTexture, (void **)&texture)))
{
TRACE("Passing to container.\n");
IWineD3DBaseTexture_SetDirty(texture, TRUE);
IWineD3DBaseTexture_Release(texture);
}
}
This->Flags &= ~SFLAG_LOCATIONS;
This->Flags |= flag;
surface->Flags &= ~SFLAG_LOCATIONS;
surface->Flags |= flag;
/* Redraw emulated overlays, if any */
if(flag & SFLAG_INDRAWABLE && !list_empty(&This->overlays)) {
LIST_FOR_EACH_ENTRY(overlay, &This->overlays, IWineD3DSurfaceImpl, overlay_entry) {
IWineD3DSurface_DrawOverlay((IWineD3DSurface *) overlay);
if (flag & SFLAG_INDRAWABLE && !list_empty(&surface->overlays))
{
LIST_FOR_EACH_ENTRY(overlay, &surface->overlays, IWineD3DSurfaceImpl, overlay_entry)
{
IWineD3DSurface_DrawOverlay((IWineD3DSurface *)overlay);
}
}
} else {
if((This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX))) {
if (IWineD3DSurface_GetContainer(iface, &IID_IWineD3DBaseTexture, (void **)&texture) == WINED3D_OK) {
}
else
{
if ((surface->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) && (flag & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)))
{
if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)surface,
&IID_IWineD3DBaseTexture, (void **)&texture)))
{
TRACE("Passing to container\n");
IWineD3DBaseTexture_SetDirty(texture, TRUE);
IWineD3DBaseTexture_Release(texture);
}
}
This->Flags &= ~flag;
surface->Flags &= ~flag;
}
if(!(This->Flags & SFLAG_LOCATIONS)) {
ERR("%p: Surface does not have any up to date location\n", This);
if (!(surface->Flags & SFLAG_LOCATIONS))
{
ERR("Surface %p does not have any up to date location.\n", surface);
}
}
@ -4583,7 +4599,6 @@ const IWineD3DSurfaceVtbl IWineD3DSurface_Vtbl =
IWineD3DBaseSurfaceImpl_GetData,
IWineD3DSurfaceImpl_SetFormat,
IWineD3DSurfaceImpl_PrivateSetup,
IWineD3DSurfaceImpl_ModifyLocation,
IWineD3DSurfaceImpl_LoadLocation,
IWineD3DSurfaceImpl_GetImplType,
IWineD3DSurfaceImpl_DrawOverlay

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@ -477,16 +477,6 @@ static HRESULT WINAPI IWineGDISurfaceImpl_SetMem(IWineD3DSurface *iface, void *M
/***************************
*
***************************/
static void WINAPI IWineGDISurfaceImpl_ModifyLocation(IWineD3DSurface *iface, DWORD flag, BOOL persistent) {
TRACE("(%p)->(%s, %s)\n", iface,
flag == SFLAG_INSYSMEM ? "SFLAG_INSYSMEM" : flag == SFLAG_INDRAWABLE ? "SFLAG_INDRAWABLE" : "SFLAG_INTEXTURE",
persistent ? "TRUE" : "FALSE");
/* GDI surfaces can be in system memory only */
if(flag != SFLAG_INSYSMEM) {
ERR("GDI Surface requested in gl %s memory\n", flag == SFLAG_INDRAWABLE ? "drawable" : "texture");
}
}
static HRESULT WINAPI IWineGDISurfaceImpl_LoadLocation(IWineD3DSurface *iface, DWORD flag, const RECT *rect) {
if(flag != SFLAG_INSYSMEM) {
ERR("GDI Surface requested to be copied to gl %s\n", flag == SFLAG_INTEXTURE ? "texture" : "drawable");
@ -557,7 +547,6 @@ const IWineD3DSurfaceVtbl IWineGDISurface_Vtbl =
IWineD3DBaseSurfaceImpl_GetData,
IWineD3DBaseSurfaceImpl_SetFormat,
IWineGDISurfaceImpl_PrivateSetup,
IWineGDISurfaceImpl_ModifyLocation,
IWineGDISurfaceImpl_LoadLocation,
IWineGDISurfaceImpl_GetImplType,
IWineGDISurfaceImpl_DrawOverlay

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@ -326,7 +326,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
if (!This->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
IWineD3DSurface_LoadLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INTEXTURE, NULL);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, FALSE);
This->render_to_fbo = TRUE;
/* Force the context manager to update the render target configuration next draw. */
@ -408,16 +408,18 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
* This serves to update the emulated overlay, if any
*/
fbflags = front->Flags;
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)front, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
front->Flags = fbflags;
} else {
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) front, SFLAG_INDRAWABLE, TRUE);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *) back, SFLAG_INDRAWABLE, TRUE);
}
else
{
surface_modify_location(front, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(back, SFLAG_INDRAWABLE, TRUE);
}
}
else
{
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->front_buffer, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(This->front_buffer, SFLAG_INDRAWABLE, TRUE);
/* If the swapeffect is DISCARD, the back buffer is undefined. That means the SYSMEM
* and INTEXTURE copies can keep their old content if they have any defined content.
* If the swapeffect is COPY, the content remains the same. If it is FLIP however,
@ -425,7 +427,7 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
*/
if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_FLIP)
{
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
surface_modify_location(This->back_buffers[0], SFLAG_INDRAWABLE, TRUE);
}
}
@ -730,7 +732,7 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
swapchain->front_buffer->Flags |= SFLAG_SWAPCHAIN;
if (surface_type == SURFACE_OPENGL)
{
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
}
/* MSDN says we're only allowed a single fullscreen swapchain per device,

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@ -78,7 +78,7 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
/* TODO: This is not necessarily needed with hw palettized texture support. */
IWineD3DSurface_LoadLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, NULL);
/* Make sure the texture is reloaded because of the palette change, this kills performance though :( */
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INTEXTURE, FALSE);
surface_modify_location(surface, SFLAG_INTEXTURE, FALSE);
}
}
}

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@ -2077,6 +2077,7 @@ BOOL surface_is_offscreen(IWineD3DSurfaceImpl *iface) DECLSPEC_HIDDEN;
void surface_load_ds_location(IWineD3DSurfaceImpl *surface,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void surface_modify_ds_location(IWineD3DSurfaceImpl *surface, DWORD location, UINT w, UINT h) DECLSPEC_HIDDEN;
void surface_modify_location(IWineD3DSurfaceImpl *surface, DWORD flag, BOOL persistent) DECLSPEC_HIDDEN;
void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
void surface_set_compatible_renderbuffer(IWineD3DSurfaceImpl *surface,

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@ -2491,10 +2491,6 @@ interface IWineD3DSurface : IWineD3DResource
);
HRESULT PrivateSetup(
);
void ModifyLocation(
[in] DWORD location,
[in] BOOL persistent
);
HRESULT LoadLocation(
[in] DWORD location,
[in] const RECT *rect