wined3d: Get rid of the "dirty" flag to wined3d_texture_set_dirty().
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@ -2488,7 +2488,7 @@ void surface_add_dirty_rect(struct wined3d_surface *surface, const struct wined3
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if (surface->container)
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if (surface->container)
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{
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{
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TRACE("Passing to container.\n");
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TRACE("Passing to container.\n");
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wined3d_texture_set_dirty(surface->container, TRUE);
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wined3d_texture_set_dirty(surface->container);
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}
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}
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}
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}
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@ -5162,7 +5162,7 @@ void surface_modify_ds_location(struct wined3d_surface *surface,
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if (surface->container)
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if (surface->container)
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{
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{
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TRACE("Passing to container.\n");
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TRACE("Passing to container.\n");
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wined3d_texture_set_dirty(surface->container, TRUE);
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wined3d_texture_set_dirty(surface->container);
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}
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}
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}
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}
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@ -5354,7 +5354,7 @@ void surface_modify_location(struct wined3d_surface *surface, DWORD location, BO
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if (surface->container)
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if (surface->container)
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{
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{
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TRACE("Passing to container.\n");
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TRACE("Passing to container.\n");
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wined3d_texture_set_dirty(surface->container, TRUE);
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wined3d_texture_set_dirty(surface->container);
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}
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}
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}
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}
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surface->flags &= ~SFLAG_LOCATIONS;
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surface->flags &= ~SFLAG_LOCATIONS;
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@ -5376,7 +5376,7 @@ void surface_modify_location(struct wined3d_surface *surface, DWORD location, BO
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if (surface->container)
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if (surface->container)
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{
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{
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TRACE("Passing to container\n");
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TRACE("Passing to container\n");
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wined3d_texture_set_dirty(surface->container, TRUE);
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wined3d_texture_set_dirty(surface->container);
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}
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}
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}
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}
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surface->flags &= ~location;
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surface->flags &= ~location;
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@ -114,7 +114,7 @@ static void wined3d_texture_unload(struct wined3d_texture *texture)
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if (context) context_release(context);
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if (context) context_release(context);
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wined3d_texture_set_dirty(texture, TRUE);
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wined3d_texture_set_dirty(texture);
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resource_unload(&texture->resource);
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resource_unload(&texture->resource);
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}
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}
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@ -139,10 +139,10 @@ static void wined3d_texture_cleanup(struct wined3d_texture *texture)
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resource_cleanup(&texture->resource);
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resource_cleanup(&texture->resource);
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}
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}
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void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty)
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void wined3d_texture_set_dirty(struct wined3d_texture *texture)
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{
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{
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texture->texture_rgb.dirty = dirty;
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texture->texture_rgb.dirty = TRUE;
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texture->texture_srgb.dirty = dirty;
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texture->texture_srgb.dirty = TRUE;
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}
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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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@ -195,7 +195,7 @@ static HRESULT wined3d_texture_bind(struct wined3d_texture *texture,
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else
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else
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gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
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gl_tex->states[WINED3DTEXSTA_SRGBTEXTURE] = srgb;
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gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
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gl_tex->states[WINED3DTEXSTA_SHADOW] = FALSE;
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wined3d_texture_set_dirty(texture, TRUE);
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wined3d_texture_set_dirty(texture);
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new_texture = TRUE;
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new_texture = TRUE;
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if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
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if (texture->resource.usage & WINED3DUSAGE_AUTOGENMIPMAP)
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@ -592,7 +592,7 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
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return WINED3DERR_INVALIDCALL;
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return WINED3DERR_INVALIDCALL;
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}
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}
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wined3d_texture_set_dirty(texture, TRUE);
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wined3d_texture_set_dirty(texture);
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texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
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texture->texture_ops->texture_sub_resource_add_dirty_region(sub_resource, dirty_region);
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return WINED3D_OK;
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return WINED3D_OK;
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@ -605,7 +605,7 @@ HRESULT CDECL wined3d_volume_map(struct wined3d_volume *volume,
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if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
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if (!(flags & (WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY)))
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{
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{
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wined3d_texture_set_dirty(volume->container, TRUE);
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wined3d_texture_set_dirty(volume->container);
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if (volume->flags & WINED3D_VFLAG_PBO)
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if (volume->flags & WINED3D_VFLAG_PBO)
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wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_BUFFER);
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wined3d_volume_invalidate_location(volume, ~WINED3D_LOCATION_BUFFER);
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@ -2108,7 +2108,7 @@ static inline struct gl_texture *wined3d_texture_get_gl_texture(struct wined3d_t
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void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
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void wined3d_texture_apply_state_changes(struct wined3d_texture *texture,
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
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const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1],
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const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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void wined3d_texture_set_dirty(struct wined3d_texture *texture, BOOL dirty) DECLSPEC_HIDDEN;
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void wined3d_texture_set_dirty(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
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#define WINED3D_VFLAG_LOCKED 0x00000001
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#define WINED3D_VFLAG_LOCKED 0x00000001
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#define WINED3D_VFLAG_ALLOCATED 0x00000002
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#define WINED3D_VFLAG_ALLOCATED 0x00000002
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