wined3d: Fix lack of indent in PreLoad.
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ef21f1e85e
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28464f9689
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@ -474,35 +474,35 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
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IWineD3DBaseTexture_PreLoad(baseTexture);
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IWineD3DBaseTexture_PreLoad(baseTexture);
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IWineD3DBaseTexture_Release(baseTexture);
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IWineD3DBaseTexture_Release(baseTexture);
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} else {
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} else {
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TRACE("(%p) : About to load surface\n", This);
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TRACE("(%p) : About to load surface\n", This);
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if(!device->isInDraw) {
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if(!device->isInDraw) {
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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}
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ENTER_GL();
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glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
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if (!This->glDescription.level) {
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if (!This->glDescription.textureName) {
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glGenTextures(1, &This->glDescription.textureName);
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checkGLcall("glGenTextures");
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TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
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}
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}
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glBindTexture(This->glDescription.target, This->glDescription.textureName);
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checkGLcall("glBindTexture");
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ENTER_GL();
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IWineD3DSurface_LoadTexture(iface, FALSE);
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glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
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/* This is where we should be reducing the amount of GLMemoryUsed */
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if (!This->glDescription.level) {
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} else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
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if (!This->glDescription.textureName) {
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/* assume this is a coding error not a real error for now */
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glGenTextures(1, &This->glDescription.textureName);
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FIXME("Mipmap surface has a glTexture bound to it!\n");
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checkGLcall("glGenTextures");
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}
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TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
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if (This->resource.pool == WINED3DPOOL_DEFAULT) {
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}
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
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glBindTexture(This->glDescription.target, This->glDescription.textureName);
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GLclampf tmp;
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checkGLcall("glBindTexture");
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tmp = 0.9f;
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IWineD3DSurface_LoadTexture(iface, FALSE);
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glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
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/* This is where we should be reducing the amount of GLMemoryUsed */
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}
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} else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
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LEAVE_GL();
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/* assume this is a coding error not a real error for now */
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FIXME("Mipmap surface has a glTexture bound to it!\n");
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}
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if (This->resource.pool == WINED3DPOOL_DEFAULT) {
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/* Tell opengl to try and keep this texture in video ram (well mostly) */
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GLclampf tmp;
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tmp = 0.9f;
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glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
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}
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LEAVE_GL();
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}
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}
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return;
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return;
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}
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}
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