wined3d: Remove a few texture initializations.
This is done by LoadLocation now.
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@ -1312,14 +1312,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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case RTL_READTEX:
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case RTL_TEXTEX:
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ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
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ENTER_GL();
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if (This->glDescription.textureName == 0) {
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glGenTextures(1, &This->glDescription.textureName);
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checkGLcall("glGenTextures");
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}
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glBindTexture(This->glDescription.target, This->glDescription.textureName);
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checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
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LEAVE_GL();
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IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
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/* drop through */
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@ -3804,15 +3796,6 @@ HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
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if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
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{
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ENTER_GL();
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if (This->glDescription.textureName == 0) {
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glGenTextures(1, &This->glDescription.textureName);
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checkGLcall("glGenTextures");
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}
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glBindTexture(This->glDescription.target, This->glDescription.textureName);
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checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
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LEAVE_GL();
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/* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
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IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
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