wined3d: Get rid of some redundant "texture" accesses in texture_resource_sub_resource_map().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-02-26 07:46:31 +01:00 committed by Alexandre Julliard
parent f4f2d4052b
commit 7b18ff5abb
1 changed files with 7 additions and 8 deletions

View File

@ -1832,16 +1832,15 @@ static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resour
if (flags & WINED3D_MAP_DISCARD)
{
TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
wined3d_debug_location(texture->resource.map_binding));
if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx,
context, texture->resource.map_binding)))
wined3d_texture_validate_location(texture, sub_resource_idx, texture->resource.map_binding);
wined3d_debug_location(resource->map_binding));
if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding)))
wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding);
}
else
{
if (resource->usage & WINED3DUSAGE_DYNAMIC)
WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
ret = wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding);
}
if (!ret)
@ -1852,10 +1851,10 @@ static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resour
}
if (!(flags & WINED3D_MAP_READONLY)
&& (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
&& (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding);
wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding);
base_memory = wined3d_texture_map_bo_address(&data, sub_resource->size,
gl_info, GL_PIXEL_UNPACK_BUFFER, flags);
TRACE("Base memory pointer %p.\n", base_memory);