wined3d: Simplify a condition in IWineD3DSurfaceImpl_LoadTexture().
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@ -2443,14 +2443,14 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
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if (!(This->Flags & flag)) {
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TRACE("Reloading because surface is dirty\n");
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} else if(/* Reload: gl texture has ck, now no ckey is set OR */
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((This->Flags & SFLAG_GLCKEY) && (!(This->CKeyFlags & WINEDDSD_CKSRCBLT))) ||
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/* Reload: vice versa OR */
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((!(This->Flags & SFLAG_GLCKEY)) && (This->CKeyFlags & WINEDDSD_CKSRCBLT)) ||
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/* Also reload: Color key is active AND the color key has changed */
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((This->CKeyFlags & WINEDDSD_CKSRCBLT) && (
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(This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue) ||
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(This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))) {
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}
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/* Reload if either the texture and sysmem have different ideas about the
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* color key, or the actual key values changed. */
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else if (!(This->Flags & SFLAG_GLCKEY) != !(This->CKeyFlags & WINEDDSD_CKSRCBLT)
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|| ((This->CKeyFlags & WINEDDSD_CKSRCBLT)
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&& (This->glCKey.dwColorSpaceLowValue != This->SrcBltCKey.dwColorSpaceLowValue
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|| This->glCKey.dwColorSpaceHighValue != This->SrcBltCKey.dwColorSpaceHighValue)))
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{
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TRACE("Reloading because of color keying\n");
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/* To perform the color key conversion we need a sysmem copy of
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* the surface. Make sure we have it
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