wined3d: Don't needlessly bind the texture in PreLoad().

This commit is contained in:
Henri Verbeet 2008-09-17 17:51:42 +02:00 committed by Alexandre Julliard
parent 17330c03de
commit 728932f2eb
3 changed files with 0 additions and 5 deletions

View File

@ -123,7 +123,6 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
This->baseTexture.is_srgb = srgb_mode;
}
IWineD3DCubeTexture_BindTexture(iface);
if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
for (i = 0; i < This->baseTexture.levels; i++) {

View File

@ -114,8 +114,6 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
This->baseTexture.is_srgb = srgb_mode;
}
IWineD3DTexture_BindTexture(iface);
if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
for (i = 0; i < This->baseTexture.levels; i++) {
if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {

View File

@ -100,8 +100,6 @@ static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *ifac
TRACE("(%p) : About to load texture\n", This);
IWineD3DVolumeTexture_BindTexture(iface);
if(!device->isInDraw) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
} else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {