wined3d: Don't call surface_load_ds_location() directly.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-03-09 16:21:55 +01:00 committed by Alexandre Julliard
parent 06b5114342
commit de8e151f6d
4 changed files with 7 additions and 7 deletions

View File

@ -203,7 +203,7 @@ void device_switch_onscreen_ds(struct wined3d_device *device,
{
if (device->onscreen_depth_stencil)
{
surface_load_ds_location(device->onscreen_depth_stencil, context, WINED3D_LOCATION_TEXTURE_RGB);
surface_load_location(device->onscreen_depth_stencil, context, WINED3D_LOCATION_TEXTURE_RGB);
surface_modify_ds_location(device->onscreen_depth_stencil, WINED3D_LOCATION_TEXTURE_RGB,
device->onscreen_depth_stencil->ds_current_size.cx,
@ -280,7 +280,7 @@ static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context
}
/* Full load. */
surface_load_ds_location(ds, context, location);
surface_load_location(ds, context, location);
SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
}

View File

@ -661,7 +661,7 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
IntersectRect(&r, &draw_rect, &current_rect);
if (!EqualRect(&r, &draw_rect))
surface_load_ds_location(ds, context, location);
surface_load_location(ds, context, location);
else
wined3d_surface_prepare(ds, context, location);
}

View File

@ -3213,7 +3213,7 @@ void surface_modify_ds_location(struct wined3d_surface *surface,
}
/* Context activation is done by the caller. */
void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
static void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_device *device = surface->resource.device;
@ -3689,8 +3689,10 @@ HRESULT surface_load_location(struct wined3d_surface *surface, struct wined3d_co
if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL)
{
if (location == WINED3D_LOCATION_TEXTURE_RGB
if ((location == WINED3D_LOCATION_TEXTURE_RGB
&& surface->locations & (WINED3D_LOCATION_DRAWABLE | WINED3D_LOCATION_DISCARDED))
|| (location == WINED3D_LOCATION_DRAWABLE
&& surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DISCARDED)))
{
surface_load_ds_location(surface, context, location);
return WINED3D_OK;

View File

@ -2604,8 +2604,6 @@ HRESULT wined3d_surface_init(struct wined3d_surface *surface,
GLenum target, unsigned int level, unsigned int layer, DWORD flags) DECLSPEC_HIDDEN;
void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
void surface_load(struct wined3d_surface *surface, struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
void surface_load_ds_location(struct wined3d_surface *surface,
struct wined3d_context *context, DWORD location) DECLSPEC_HIDDEN;
void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb,
struct wined3d_context *context) DECLSPEC_HIDDEN;
HRESULT surface_load_location(struct wined3d_surface *surface,