From db013ed2135738dfec611282614d087e97aed50a Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Fri, 12 Nov 2010 13:12:01 +0100 Subject: [PATCH] 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. --- dlls/wined3d/surface.c | 12 ------------ 1 file changed, 12 deletions(-) diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index dbac9470542..9010482d099 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -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: