wined3d: Remove call to d3dfmt_get_conv from read_from_framebuffer_texture.

This commit is contained in:
Roderick Colenbrander 2010-04-15 12:41:58 +02:00 committed by Alexandre Julliard
parent 1a61f46bbb
commit 2a949ec323
1 changed files with 1 additions and 5 deletions

View File

@ -1487,13 +1487,9 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
struct wined3d_format_desc desc;
CONVERT_TYPES convert;
GLint prevRead;
BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &desc, &convert);
/* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
* locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
* states in the stateblock, and no driver was found yet that had bugs in that regard.
@ -1535,7 +1531,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
if (!(This->Flags & alloc_flag))
{
surface_allocate_surface(This, gl_info, &desc, srgb, This->pow2Width, This->pow2Height);
surface_allocate_surface(This, gl_info, This->resource.format_desc, srgb, This->pow2Width, This->pow2Height);
This->Flags |= alloc_flag;
}