wined3d: Due to code rewrites is_color_fixup_supported is not needed anymore in RealizePalette.

The code in question should be executed in all cases. This also fixes
palette refresh issues when shaders / paletted textures aren't around.
This commit is contained in:
Roderick Colenbrander 2010-04-05 20:05:18 +02:00 committed by Alexandre Julliard
parent 1f2976a302
commit e6ae272efe
1 changed files with 1 additions and 6 deletions

View File

@ -4276,18 +4276,13 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
|| This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
{
IWineD3DDeviceImpl *device = This->resource.device;
if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) &&
device->blitter->color_fixup_supported(&device->adapter->gl_info, This->resource.format_desc->color_fixup))
if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
{
/* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
/* We want to force a palette refresh, so mark the drawable as not being up to date */
IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
/* Force a palette refresh by re-uploading to the drawable */
IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
} else {
if(!(This->Flags & SFLAG_INSYSMEM)) {
TRACE("Palette changed with surface that does not have an up to date system memory copy\n");