From 28464f96893612998df1099fe17cab87c5a7bcff Mon Sep 17 00:00:00 2001 From: Roderick Colenbrander Date: Mon, 18 Feb 2008 21:34:29 +0100 Subject: [PATCH] wined3d: Fix lack of indent in PreLoad. --- dlls/wined3d/surface.c | 54 +++++++++++++++++++++--------------------- 1 file changed, 27 insertions(+), 27 deletions(-) diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 8736e5803fd..ca3dea4f89a 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -474,35 +474,35 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) { IWineD3DBaseTexture_PreLoad(baseTexture); IWineD3DBaseTexture_Release(baseTexture); } else { - TRACE("(%p) : About to load surface\n", This); + TRACE("(%p) : About to load surface\n", This); - if(!device->isInDraw) { - ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); - } - - ENTER_GL(); - glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */ - if (!This->glDescription.level) { - if (!This->glDescription.textureName) { - glGenTextures(1, &This->glDescription.textureName); - checkGLcall("glGenTextures"); - TRACE("Surface %p given name %d\n", This, This->glDescription.textureName); + if(!device->isInDraw) { + ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); } - glBindTexture(This->glDescription.target, This->glDescription.textureName); - checkGLcall("glBindTexture"); - IWineD3DSurface_LoadTexture(iface, FALSE); - /* This is where we should be reducing the amount of GLMemoryUsed */ - } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */ - /* assume this is a coding error not a real error for now */ - FIXME("Mipmap surface has a glTexture bound to it!\n"); - } - if (This->resource.pool == WINED3DPOOL_DEFAULT) { - /* Tell opengl to try and keep this texture in video ram (well mostly) */ - GLclampf tmp; - tmp = 0.9f; - glPrioritizeTextures(1, &This->glDescription.textureName, &tmp); - } - LEAVE_GL(); + + ENTER_GL(); + glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */ + if (!This->glDescription.level) { + if (!This->glDescription.textureName) { + glGenTextures(1, &This->glDescription.textureName); + checkGLcall("glGenTextures"); + TRACE("Surface %p given name %d\n", This, This->glDescription.textureName); + } + glBindTexture(This->glDescription.target, This->glDescription.textureName); + checkGLcall("glBindTexture"); + IWineD3DSurface_LoadTexture(iface, FALSE); + /* This is where we should be reducing the amount of GLMemoryUsed */ + } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */ + /* assume this is a coding error not a real error for now */ + FIXME("Mipmap surface has a glTexture bound to it!\n"); + } + if (This->resource.pool == WINED3DPOOL_DEFAULT) { + /* Tell opengl to try and keep this texture in video ram (well mostly) */ + GLclampf tmp; + tmp = 0.9f; + glPrioritizeTextures(1, &This->glDescription.textureName, &tmp); + } + LEAVE_GL(); } return; }