wined3d: Remove a broken AddDirtyRect call.
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95039659e1
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6ab3d17104
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@ -628,7 +628,16 @@ void WINAPI IWineD3DSurfaceImpl_SetGlTextureDesc(IWineD3DSurface *iface, UINT te
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TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
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TRACE("(%p) : setting textureName %u, target %i\n", This, textureName, target);
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if (This->glDescription.textureName == 0 && textureName != 0) {
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if (This->glDescription.textureName == 0 && textureName != 0) {
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INTEXTURE, FALSE);
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IWineD3DSurface_AddDirtyRect(iface, NULL);
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if((This->Flags & SFLAG_LOCATIONS) == 0) {
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/* In 1.0-rc4 and earlier, AddDirtyRect was called in the place of this if condition.
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* This had the problem that a correctly set INDRAWABLE flag was removed if the PreLoad
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* during the offscreen rendering readback triggered the creation of the GL texture.
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* The change intended to keep the INDRAWABLE intact. To prevent unintended side effects
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* before release, set the INSYSMEM flag like the old AddDirtyRect did.
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*/
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WARN("Wine 1.0 safety path hit\n");
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This->Flags |= SFLAG_INSYSMEM;
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}
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}
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}
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if(target == GL_TEXTURE_RECTANGLE_ARB && This->glDescription.target != target) {
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if(target == GL_TEXTURE_RECTANGLE_ARB && This->glDescription.target != target) {
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This->Flags &= ~SFLAG_NORMCOORD;
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This->Flags &= ~SFLAG_NORMCOORD;
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