wined3d: Avoid marking samplers dirty in IWineD3DSurfaceImpl_Unmap().

Resources are explicitly loaded in context_apply_draw_state() when needed, the
resource location management takes care of all of this.
This commit is contained in:
Henri Verbeet 2010-11-12 13:12:01 +01:00 committed by Alexandre Julliard
parent ab5fbebff5
commit db013ed213
1 changed files with 0 additions and 12 deletions

View File

@ -1900,18 +1900,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
else if (This == device->depth_stencil)
{
FIXME("Depth Stencil buffer locking is not implemented\n");
} else {
/* The rest should be a normal texture */
/* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
* Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
* states need resetting
*/
if (This->container.type == WINED3D_CONTAINER_TEXTURE)
{
IWineD3DBaseTextureImpl *texture = This->container.u.texture;
if (texture->baseTexture.bindCount)
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->baseTexture.sampler));
}
}
unlock_end: