wined3d: Get rid of d3dfmt_get_conv in RealizePalette.
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@ -4355,19 +4355,10 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
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if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
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|| This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
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{
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int bpp;
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GLenum format, internal, type;
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CONVERT_TYPES convert;
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/* Check if we are using a RTL mode which uses texturing for uploads */
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BOOL use_texture = (wined3d_settings.rendertargetlock_mode == RTL_READTEX);
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/* Check if we have hardware palette conversion if we have convert is set to NO_CONVERSION */
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d3dfmt_get_conv(This, TRUE, use_texture, &format, &internal, &type, &convert, &bpp, FALSE);
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if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
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IWineD3DDeviceImpl *device = This->resource.device;
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if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) &&
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device->blitter->color_fixup_supported(&device->adapter->gl_info, This->resource.format_desc->color_fixup))
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{
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IWineD3DDeviceImpl *device = This->resource.device;
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struct wined3d_context *context;
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/* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
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@ -4378,7 +4369,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
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/* Re-upload the palette */
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context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
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d3dfmt_p8_upload_palette(iface, context->gl_info, convert);
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d3dfmt_p8_upload_palette(iface, context->gl_info, NO_CONVERSION);
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context_release(context);
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} else {
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if(!(This->Flags & SFLAG_INSYSMEM)) {
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