wined3d: Get rid of surface_prepare_texture_internal().
This commit is contained in:
parent
6da1cff518
commit
bd1afdb3c3
|
@ -3216,51 +3216,46 @@ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb)
|
|||
context_release(context);
|
||||
}
|
||||
|
||||
/* Context activation is done by the caller. */
|
||||
static void surface_prepare_texture_internal(struct wined3d_surface *surface,
|
||||
struct wined3d_context *context, BOOL srgb)
|
||||
{
|
||||
const struct wined3d_format *format = surface->container->resource.format;
|
||||
DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
|
||||
const struct wined3d_color_key_conversion *conversion;
|
||||
|
||||
if (surface->flags & alloc_flag) return;
|
||||
|
||||
if (format->convert)
|
||||
{
|
||||
surface->flags |= SFLAG_CONVERTED;
|
||||
}
|
||||
else if ((conversion = d3dfmt_get_conv(surface->container, TRUE)))
|
||||
{
|
||||
surface->flags |= SFLAG_CONVERTED;
|
||||
format = wined3d_get_format(context->gl_info, conversion->dst_format);
|
||||
}
|
||||
else
|
||||
{
|
||||
surface->flags &= ~SFLAG_CONVERTED;
|
||||
}
|
||||
|
||||
wined3d_texture_bind_and_dirtify(surface->container, context, srgb);
|
||||
surface_allocate_surface(surface, context->gl_info, format, srgb);
|
||||
surface->flags |= alloc_flag;
|
||||
}
|
||||
|
||||
/* Context activation is done by the caller. */
|
||||
void surface_prepare_texture(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb)
|
||||
{
|
||||
struct wined3d_texture *texture = surface->container;
|
||||
DWORD alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
|
||||
const struct wined3d_format *format = texture->resource.format;
|
||||
UINT sub_count = texture->level_count * texture->layer_count;
|
||||
const struct wined3d_color_key_conversion *conversion;
|
||||
BOOL converted = FALSE;
|
||||
UINT i;
|
||||
|
||||
TRACE("surface %p is a subresource of texture %p.\n", surface, texture);
|
||||
|
||||
if (format->convert)
|
||||
{
|
||||
converted = TRUE;
|
||||
}
|
||||
else if ((conversion = d3dfmt_get_conv(texture, TRUE)))
|
||||
{
|
||||
converted = TRUE;
|
||||
format = wined3d_get_format(context->gl_info, conversion->dst_format);
|
||||
}
|
||||
|
||||
wined3d_texture_bind_and_dirtify(texture, context, srgb);
|
||||
|
||||
for (i = 0; i < sub_count; ++i)
|
||||
{
|
||||
struct wined3d_surface *s = surface_from_resource(texture->sub_resources[i]);
|
||||
surface_prepare_texture_internal(s, context, srgb);
|
||||
}
|
||||
|
||||
return;
|
||||
if (s->flags & alloc_flag)
|
||||
continue;
|
||||
|
||||
if (converted)
|
||||
s->flags |= SFLAG_CONVERTED;
|
||||
else
|
||||
s->flags &= ~SFLAG_CONVERTED;
|
||||
|
||||
surface_allocate_surface(s, context->gl_info, format, srgb);
|
||||
s->flags |= alloc_flag;
|
||||
}
|
||||
}
|
||||
|
||||
void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL multisample)
|
||||
|
|
Loading…
Reference in New Issue