wined3d: Get rid of the (now) redundant "alpha_test" parameter to surface_blt_to_drawable().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2100,8 +2100,7 @@ void surface_translate_drawable_coords(const struct wined3d_surface *surface, HW
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/* Context activation is done by the caller. */
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static void surface_blt_to_drawable(const struct wined3d_device *device,
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struct wined3d_context *old_ctx,
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enum wined3d_texture_filter_type filter, BOOL alpha_test,
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struct wined3d_context *old_ctx, enum wined3d_texture_filter_type filter,
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struct wined3d_surface *src_surface, const RECT *src_rect_in,
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struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
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{
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@ -2137,35 +2136,8 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
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device->blitter->set_shader(device->blit_priv, context, src_surface, NULL);
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if (alpha_test)
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{
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gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
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checkGLcall("glEnable(GL_ALPHA_TEST)");
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/* For P8 surfaces, the alpha component contains the palette index.
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* Which means that the colorkey is one of the palette entries. In
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* other cases pixels that should be masked away have alpha set to 0. */
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if (src_texture->resource.format->id == WINED3DFMT_P8_UINT)
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gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL,
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(float)src_texture->async.src_blt_color_key.color_space_low_value / 255.0f);
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else
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gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
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checkGLcall("glAlphaFunc");
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}
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else
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{
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gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
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checkGLcall("glDisable(GL_ALPHA_TEST)");
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}
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draw_textured_quad(src_surface, context, &src_rect, &dst_rect, filter);
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if (alpha_test)
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{
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gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
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checkGLcall("glDisable(GL_ALPHA_TEST)");
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}
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/* Leave the opengl state valid for blitting */
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device->blitter->unset_shader(context->gl_info);
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@ -2413,7 +2385,7 @@ static BOOL surface_load_drawable(struct wined3d_surface *surface,
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surface_get_rect(surface, NULL, &r);
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wined3d_texture_load_location(texture, sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
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surface_blt_to_drawable(texture->resource.device, context,
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WINED3D_TEXF_POINT, FALSE, surface, &r, surface, &r);
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WINED3D_TEXF_POINT, surface, &r, surface, &r);
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return TRUE;
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}
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