wined3d: Use wined3d_texture_load_location() in context_validate_onscreen_formats().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2455,7 +2455,6 @@ static void context_validate_onscreen_formats(struct wined3d_context *context,
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{
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/* Onscreen surfaces are always in a swapchain */
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struct wined3d_swapchain *swapchain = context->current_rt.texture->swapchain;
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struct wined3d_surface *surface;
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if (context->render_offscreen || !depth_stencil) return;
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if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->format)) return;
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@ -2466,8 +2465,9 @@ static void context_validate_onscreen_formats(struct wined3d_context *context,
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WARN("Depth stencil format is not supported by WGL, rendering the backbuffer in an FBO\n");
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/* The currently active context is the necessary context to access the swapchain's onscreen buffers */
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surface = context->current_rt.texture->sub_resources[context->current_rt.sub_resource_idx].u.surface;
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surface_load_location(surface, context, WINED3D_LOCATION_TEXTURE_RGB);
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if (!(wined3d_texture_load_location(context->current_rt.texture, context->current_rt.sub_resource_idx,
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context, WINED3D_LOCATION_TEXTURE_RGB)))
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ERR("Failed to load location.\n");
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swapchain->render_to_fbo = TRUE;
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swapchain_update_draw_bindings(swapchain);
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context_set_render_offscreen(context, TRUE);
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@ -176,7 +176,7 @@ void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
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/* Context activation is done by the caller. Context may be NULL in
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* WINED3D_NO3D mode. */
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static BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
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BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
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unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location)
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{
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return texture->texture_ops->texture_load_location(texture, sub_resource_idx, context, location);
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@ -2760,6 +2760,8 @@ void wined3d_texture_invalidate_location(struct wined3d_texture *texture,
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unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
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void wined3d_texture_load(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
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BOOL wined3d_texture_load_location(struct wined3d_texture *texture,
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unsigned int sub_resource_idx, struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
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void *wined3d_texture_map_bo_address(const struct wined3d_bo_address *data, size_t size,
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const struct wined3d_gl_info *gl_info, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
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BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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