wined3d: Simply pass an IWineD3DSurfaceImpl pointer to surface_init_sysmem().
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5ac7b165e6
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@ -6234,7 +6234,7 @@ static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRES
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/* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
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* to a FBO */
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if(!surface_init_sysmem((IWineD3DSurface *) surface))
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if (!surface_init_sysmem(surface))
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{
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return E_OUTOFMEMORY;
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}
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@ -1141,27 +1141,26 @@ static void surface_remove_pbo(IWineD3DSurfaceImpl *This, const struct wined3d_g
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This->Flags &= ~SFLAG_PBO;
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}
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BOOL surface_init_sysmem(IWineD3DSurface *iface)
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BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *) iface;
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if(!This->resource.allocatedMemory)
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if (!surface->resource.allocatedMemory)
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{
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This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
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if(!This->resource.heapMemory)
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surface->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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surface->resource.size + RESOURCE_ALIGNMENT);
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if (!surface->resource.heapMemory)
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{
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ERR("Out of memory\n");
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return FALSE;
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}
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This->resource.allocatedMemory =
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(BYTE *)(((ULONG_PTR) This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
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surface->resource.allocatedMemory =
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(BYTE *)(((ULONG_PTR)surface->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
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}
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else
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{
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memset(This->resource.allocatedMemory, 0, This->resource.size);
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memset(surface->resource.allocatedMemory, 0, surface->resource.size);
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}
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INSYSMEM, TRUE);
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IWineD3DSurface_ModifyLocation((IWineD3DSurface *)surface, SFLAG_INSYSMEM, TRUE);
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return TRUE;
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}
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@ -1186,8 +1185,10 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
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* or the depth stencil into an FBO the texture or render buffer will be removed
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* and all flags get lost
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*/
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surface_init_sysmem(iface);
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} else {
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surface_init_sysmem(This);
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}
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else
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{
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/* Load the surface into system memory */
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IWineD3DSurface_LoadLocation(iface, SFLAG_INSYSMEM, NULL);
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
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@ -1873,7 +1873,7 @@ typedef struct IWineD3DBaseTextureClass
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} IWineD3DBaseTextureClass;
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void surface_internal_preload(IWineD3DSurfaceImpl *surface, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
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BOOL surface_init_sysmem(IWineD3DSurface *iface) DECLSPEC_HIDDEN;
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BOOL surface_init_sysmem(IWineD3DSurfaceImpl *surface) DECLSPEC_HIDDEN;
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BOOL surface_is_offscreen(IWineD3DSurfaceImpl *iface) DECLSPEC_HIDDEN;
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void surface_prepare_texture(IWineD3DSurfaceImpl *surface,
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const struct wined3d_gl_info *gl_info, BOOL srgb) DECLSPEC_HIDDEN;
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