wined3d: Get rid of an unnecessary GetContainer() call in surface_blt_to_drawable().
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@ -4665,11 +4665,10 @@ static inline void cube_coords_float(const RECT *r, UINT w, UINT h, struct float
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static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT *rect_in)
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{
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IWineD3DDeviceImpl *device = This->resource.device;
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IWineD3DBaseTextureImpl *texture;
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struct wined3d_context *context;
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struct coords coords[4];
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RECT rect;
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IWineD3DSwapChain *swapchain;
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IWineD3DBaseTexture *texture;
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GLenum bind_target;
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struct float_rect f;
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@ -4813,22 +4812,14 @@ static inline void surface_blt_to_drawable(IWineD3DSurfaceImpl *This, const RECT
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wglFlush(); /* Flush to ensure ordering across contexts. */
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if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DSwapChain, (void **) &swapchain)))
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/* We changed the filtering settings on the texture. Inform the
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* container about this to get the filters reset properly next draw. */
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DBaseTexture, (void **)&texture)))
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{
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IWineD3DSwapChain_Release(swapchain);
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}
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else
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{
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/* We changed the filtering settings on the texture. Inform the container about this to get the filters
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* reset properly next draw
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*/
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if(SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface*)This, &IID_IWineD3DBaseTexture, (void **) &texture)))
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{
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((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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((IWineD3DBaseTextureImpl *) texture)->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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IWineD3DBaseTexture_Release(texture);
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}
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texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
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texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
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texture->baseTexture.texture_rgb.states[WINED3DTEXSTA_MIPFILTER] = WINED3DTEXF_NONE;
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IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture);
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}
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context_release(context);
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