wined3d: Remove some redundant state save/restore code from flush_to_framebuffer_drawpixels().
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7414ebc975
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27bf4c3747
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@ -1734,10 +1734,9 @@ lock_end:
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return IWineD3DBaseSurfaceImpl_Map(iface, pLockedRect, pRect, Flags);
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}
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static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fmt, GLenum type, UINT bpp, const BYTE *mem) {
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GLint prev_store;
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GLint prev_rasterpos[4];
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GLint skipBytes = 0;
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static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This,
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GLenum fmt, GLenum type, UINT bpp, const BYTE *mem)
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{
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UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
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IWineD3DDeviceImpl *device = This->resource.device;
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const struct wined3d_gl_info *gl_info;
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@ -1763,15 +1762,6 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
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context_set_draw_buffer(context, device->offscreenBuffer);
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}
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glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
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checkGLcall("glGetIntegerv");
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glGetIntegerv(GL_CURRENT_RASTER_POSITION, &prev_rasterpos[0]);
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checkGLcall("glGetIntegerv");
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/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
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glGetIntegerv(GL_UNPACK_ROW_LENGTH, &skipBytes);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
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glRasterPos3i(This->lockedRect.left, This->lockedRect.top, 1);
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checkGLcall("glRasterPos3i");
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@ -1791,6 +1781,9 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
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read = This->resource.allocatedMemory[0];
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}
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/* If not fullscreen, we need to skip a number of bytes to find the next row of data */
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glPixelStorei(GL_UNPACK_ROW_LENGTH, This->currentDesc.Width);
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if(This->Flags & SFLAG_PBO) {
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
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checkGLcall("glBindBufferARB");
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@ -1815,12 +1808,8 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
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checkGLcall("glBindBufferARB");
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}
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glRasterPos3iv(&prev_rasterpos[0]);
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checkGLcall("glRasterPos3iv");
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/* Reset to previous pack row length */
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glPixelStorei(GL_UNPACK_ROW_LENGTH, skipBytes);
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checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH)");
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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checkGLcall("glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)");
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LEAVE_GL();
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context_release(context);
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