6 Jul
2023
6 Jul
'23
5:05 p.m.
Hmm, looking through this, this is called either from the blitter (in which case we are blitting *to* current_rt and shouldn't need to load it, though we may need to prepare it)
We still need to load it in the general case, in case of a partial blit.
In either case I'm not sure that we're actually preparing/loading the texture in the caller, though? I do think it should be the caller's responsibility, but I'm not sure that the callers are correctly handling things.
It looks like they are. Anyway, I ended up reworking things a bit and putting the removal of the `wined3d_texture_load()` call into its own patch. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/3211#note_38161