wined3d: Never acquire a context in IWineD3DSurfaceImpl_BindTexture().

The caller is already responsible for doing this, so it's redundant at best.
This commit is contained in:
Henri Verbeet 2010-02-03 18:17:56 +01:00 committed by Alexandre Julliard
parent 06e15ee9e6
commit b0583a2410
1 changed files with 0 additions and 5 deletions

View File

@ -2700,7 +2700,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface, BO
static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL srgb) {
/* TODO: check for locks */
IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
IWineD3DDeviceImpl *device = This->resource.device;
IWineD3DBaseTexture *baseTexture = NULL;
TRACE("(%p)Checking to see if the container is a base texture\n", This);
@ -2711,13 +2710,11 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL
}
else
{
struct wined3d_context *context = NULL;
GLuint *name;
TRACE("(%p) : Binding surface\n", This);
name = srgb ? &This->texture_name_srgb : &This->texture_name;
if (!device->isInDraw) context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
@ -2751,8 +2748,6 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL
checkGLcall("glBindTexture");
LEAVE_GL();
if (context) context_release(context);
}
}