wined3d: Get rid of the now redundant SFLAG_SWAPCHAIN surface flag.
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0b24db5db5
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8292c687d8
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@ -5650,17 +5650,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *ifa
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TRACE("Changing the front buffer from %p to %p.\n", swapchain->front_buffer, front_impl);
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if (swapchain->front_buffer)
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{
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surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_NONE, NULL);
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swapchain->front_buffer->Flags &= ~SFLAG_SWAPCHAIN;
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}
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swapchain->front_buffer = front_impl;
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if (front_impl)
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{
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surface_set_container(front_impl, WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
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front_impl->Flags |= SFLAG_SWAPCHAIN;
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}
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}
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if (swapchain->back_buffers[0] != back_impl)
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@ -5668,10 +5662,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *ifa
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TRACE("Changing the back buffer from %p to %p.\n", swapchain->back_buffers[0], back_impl);
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if (swapchain->back_buffers[0])
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{
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surface_set_container(swapchain->back_buffers[0], WINED3D_CONTAINER_TEXTURE, NULL);
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swapchain->back_buffers[0]->Flags &= ~SFLAG_SWAPCHAIN;
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}
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swapchain->back_buffers[0] = back_impl;
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if (back_impl)
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@ -5682,7 +5673,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *ifa
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swapchain->presentParms.BackBufferCount = 1;
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surface_set_container(back_impl, WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
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back_impl->Flags |= SFLAG_SWAPCHAIN;
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}
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else
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{
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@ -1700,7 +1700,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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}
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if (!(wined3d_settings.rendertargetlock_mode == RTL_DISABLE
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&& ((This->Flags & SFLAG_SWAPCHAIN) || This == device->render_targets[0])))
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&& ((This->container.type == WINED3D_CONTAINER_SWAPCHAIN) || This == device->render_targets[0])))
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{
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surface_load_location(This, SFLAG_INSYSMEM, pass_rect);
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}
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@ -1892,7 +1892,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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goto unlock_end;
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}
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if ((This->Flags & SFLAG_SWAPCHAIN) || (device->render_targets && This == device->render_targets[0]))
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if (This->container.type == WINED3D_CONTAINER_SWAPCHAIN
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|| (device->render_targets && This == device->render_targets[0]))
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{
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if(wined3d_settings.rendertargetlock_mode == RTL_DISABLE) {
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static BOOL warned = FALSE;
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@ -732,7 +732,6 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
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}
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surface_set_container(swapchain->front_buffer, WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
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swapchain->front_buffer->Flags |= SFLAG_SWAPCHAIN;
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if (surface_type == SURFACE_OPENGL)
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{
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surface_modify_location(swapchain->front_buffer, SFLAG_INDRAWABLE, TRUE);
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@ -848,7 +847,6 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
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}
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surface_set_container(swapchain->back_buffers[i], WINED3D_CONTAINER_SWAPCHAIN, (IWineD3DBase *)swapchain);
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swapchain->back_buffers[i]->Flags |= SFLAG_SWAPCHAIN;
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}
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}
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@ -2185,7 +2185,6 @@ void flip_surface(IWineD3DSurfaceImpl *front, IWineD3DSurfaceImpl *back) DECLSPE
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#define SFLAG_DS_ONSCREEN 0x00200000 /* Is a depth stencil, last modified onscreen */
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#define SFLAG_DS_OFFSCREEN 0x00400000 /* Is a depth stencil, last modified offscreen */
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#define SFLAG_INOVERLAYDRAW 0x00800000 /* Overlay drawing is in progress. Recursion prevention */
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#define SFLAG_SWAPCHAIN 0x01000000 /* The surface is part of a swapchain */
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/* In some conditions the surface memory must not be freed:
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* SFLAG_CONVERTED: Converting the data back would take too long
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