wined3d: Make wined3d_texture_force_reload() static.
Signed-off-by: Francois Gouget <fgouget@free.fr> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -822,6 +822,21 @@ void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
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*buffer_object, texture, sub_resource_idx);
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}
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static void wined3d_texture_force_reload(struct wined3d_texture *texture)
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{
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unsigned int sub_count = texture->level_count * texture->layer_count;
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unsigned int i;
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texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
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| WINED3D_TEXTURE_CONVERTED);
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texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
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for (i = 0; i < sub_count; ++i)
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{
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texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i].resource,
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WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
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}
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}
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void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
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{
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DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
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@ -844,21 +859,6 @@ void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct win
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texture->flags |= alloc_flag;
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}
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void wined3d_texture_force_reload(struct wined3d_texture *texture)
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{
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unsigned int sub_count = texture->level_count * texture->layer_count;
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unsigned int i;
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texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
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| WINED3D_TEXTURE_CONVERTED);
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texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
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for (i = 0; i < sub_count; ++i)
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{
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texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i].resource,
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WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
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}
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}
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void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
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{
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/* TODO: Implement filters using GL_SGI_generate_mipmaps. */
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@ -2452,7 +2452,6 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
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BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
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unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
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void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
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struct wined3d_resource *wined3d_texture_get_sub_resource(const struct wined3d_texture *texture,
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UINT sub_resource_idx) DECLSPEC_HIDDEN;
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void wined3d_texture_load(struct wined3d_texture *texture,
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