wined3d: Get rid of surface_internal_preload().
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e0beab8b81
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7427b72250
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@ -7469,7 +7469,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
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src_rect.bottom = src_surface->resource.height - src_rect.bottom;
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}
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else
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surface_internal_preload(src_surface, context, SRGB_RGB);
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wined3d_texture_load(src_surface->container, context, SRGB_RGB);
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context_apply_blit_state(context, device);
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@ -2124,7 +2124,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
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if (context->render_offscreen)
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{
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surface_internal_preload(rt, context, SRGB_RGB);
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wined3d_texture_load(rt->container, context, SRGB_RGB);
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
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if (rt->resource.format->id != WINED3DFMT_NULL)
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@ -2938,10 +2938,12 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
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if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
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&& old_render_offscreen && context->current_rt != target)
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{
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struct wined3d_texture *texture = context->current_rt->container;
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/* Read the back buffer of the old drawable into the destination texture. */
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if (context->current_rt->container->texture_srgb.name)
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surface_internal_preload(context->current_rt, context, SRGB_SRGB);
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surface_internal_preload(context->current_rt, context, SRGB_RGB);
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if (texture->texture_srgb.name)
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wined3d_texture_load(texture, context, SRGB_SRGB);
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wined3d_texture_load(texture, context, SRGB_RGB);
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surface_invalidate_location(context->current_rt, SFLAG_INDRAWABLE);
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}
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}
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@ -2419,7 +2419,6 @@ DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
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void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
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{
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struct wined3d_context *context;
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TRACE("surface %p.\n", surface);
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if (!surface->resource.device->d3d_initialized)
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@ -2428,9 +2427,7 @@ void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
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return;
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}
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context = context_acquire(surface->resource.device, NULL);
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surface_internal_preload(surface, context, SRGB_ANY);
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context_release(context);
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wined3d_texture_preload(surface->container);
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}
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void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
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@ -3447,17 +3444,6 @@ HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined
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return WINED3D_OK;
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}
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/* Context activation is done by the caller */
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void surface_internal_preload(struct wined3d_surface *surface,
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struct wined3d_context *context, enum WINED3DSRGB srgb)
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{
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struct wined3d_texture *texture = surface->container;
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TRACE("iface %p, srgb %#x.\n", surface, srgb);
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wined3d_texture_load(texture, context, srgb);
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}
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/* Read the framebuffer back into the surface */
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static void read_from_framebuffer(struct wined3d_surface *surface, void *dest, UINT pitch)
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{
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@ -4099,7 +4085,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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context = context_acquire(device, src_surface);
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gl_info = context->gl_info;
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context_apply_blit_state(context, device);
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surface_internal_preload(dst_surface, context, SRGB_RGB);
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wined3d_texture_load(dst_surface->container, context, SRGB_RGB);
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/* Bind the target texture */
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context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
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@ -4207,14 +4193,14 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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context = context_acquire(device, src_surface);
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gl_info = context->gl_info;
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context_apply_blit_state(context, device);
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surface_internal_preload(dst_surface, context, SRGB_RGB);
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wined3d_texture_load(dst_surface->container, context, SRGB_RGB);
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src_offscreen = surface_is_offscreen(src_surface);
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noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
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if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
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{
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/* Get it a description */
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surface_internal_preload(src_surface, context, SRGB_RGB);
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wined3d_texture_load(src_surface->container, context, SRGB_RGB);
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}
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/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
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@ -4503,7 +4489,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
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/* Make sure the surface is up-to-date. This should probably use
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* surface_load_location() and worry about the destination surface too,
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* unless we're overwriting it completely. */
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surface_internal_preload(src_surface, context, SRGB_RGB);
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wined3d_texture_load(src_surface->container, context, SRGB_RGB);
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/* Activate the destination context, set it up for blitting */
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context_apply_blit_state(context, device);
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@ -2249,8 +2249,6 @@ void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
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HRESULT surface_color_fill(struct wined3d_surface *s,
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const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
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GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
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void surface_internal_preload(struct wined3d_surface *surface,
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struct wined3d_context *context, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
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void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
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BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
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void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
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