diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 179dd19234a..ff7759f8cf5 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -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)