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