wined3d: Get rid of the redundant context_acquire() call in swapchain_blit().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -367,18 +367,13 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
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else
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{
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struct wined3d_device *device = swapchain->device;
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struct wined3d_context *context2;
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if (is_complex_fixup(texture->resource.format->color_fixup))
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filter = WINED3D_TEXF_NONE;
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context2 = context_acquire(device, texture, 0);
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device->blitter->blit_surface(device, WINED3D_BLIT_OP_COLOR_BLIT, context2, back_buffer,
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device->blitter->blit_surface(device, WINED3D_BLIT_OP_COLOR_BLIT, context, back_buffer,
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src_rect, back_buffer, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter);
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checkGLcall("Swapchain present blit(manual)\n");
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context_release(context2);
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}
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}
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