wined3d: Get rid of surface_set_dirty().
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71b982d040
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@ -2240,20 +2240,6 @@ GLenum surface_get_gl_buffer(const struct wined3d_surface *surface)
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return GL_BACK;
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}
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/* Slightly inefficient way to handle multiple dirty rects but it works :) */
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void surface_set_dirty(struct wined3d_surface *surface)
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{
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TRACE("surface %p.\n", surface);
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if (!(surface->flags & SFLAG_INSYSMEM) && (surface->flags & SFLAG_INTEXTURE))
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surface_load_location(surface, SFLAG_INSYSMEM);
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surface_validate_location(surface, SFLAG_INSYSMEM);
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surface_invalidate_location(surface, ~SFLAG_INSYSMEM);
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wined3d_texture_set_dirty(surface->container);
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}
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void surface_load(struct wined3d_surface *surface, BOOL srgb)
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{
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DWORD flag = srgb ? SFLAG_INSRGBTEX : SFLAG_INTEXTURE;
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@ -658,7 +658,6 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
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return WINED3DERR_INVALIDCALL;
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}
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wined3d_texture_set_dirty(texture);
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texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
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return WINED3D_OK;
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@ -673,7 +672,10 @@ static void texture2d_sub_resource_load(struct wined3d_resource *sub_resource,
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static void texture2d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
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const struct wined3d_box *dirty_region)
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{
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surface_set_dirty(surface_from_resource(sub_resource));
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struct wined3d_surface *surface = surface_from_resource(sub_resource);
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surface_load_location(surface, SFLAG_INSYSMEM);
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surface_invalidate_location(surface, ~SFLAG_INSYSMEM);
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}
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static void texture2d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
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@ -996,6 +998,7 @@ static void texture3d_sub_resource_load(struct wined3d_resource *sub_resource,
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static void texture3d_sub_resource_add_dirty_region(struct wined3d_resource *sub_resource,
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const struct wined3d_box *dirty_region)
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{
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wined3d_texture_set_dirty(volume_from_resource(sub_resource)->container);
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}
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static void texture3d_sub_resource_cleanup(struct wined3d_resource *sub_resource)
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