Module: wine Branch: master Commit: 7427b72250419d0b516fdd79f942b2902793c953 URL: http://source.winehq.org/git/wine.git/?a=commit;h=7427b72250419d0b516fdd79f9...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Fri Nov 22 10:45:03 2013 +0100
wined3d: Get rid of surface_internal_preload().
---
dlls/wined3d/arb_program_shader.c | 2 +- dlls/wined3d/context.c | 10 ++++++---- dlls/wined3d/surface.c | 24 +++++------------------- dlls/wined3d/wined3d_private.h | 2 -- 4 files changed, 12 insertions(+), 26 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index aa62bfe..96bd1b6 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -7469,7 +7469,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter, src_rect.bottom = src_surface->resource.height - src_rect.bottom; } else - surface_internal_preload(src_surface, context, SRGB_RGB); + wined3d_texture_load(src_surface->container, context, SRGB_RGB);
context_apply_blit_state(context, device);
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index e451a67..3e62839 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -2124,7 +2124,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
if (context->render_offscreen) { - surface_internal_preload(rt, context, SRGB_RGB); + wined3d_texture_load(rt->container, context, SRGB_RGB);
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding); if (rt->resource.format->id != WINED3DFMT_NULL) @@ -2938,10 +2938,12 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && old_render_offscreen && context->current_rt != target) { + struct wined3d_texture *texture = context->current_rt->container; + /* Read the back buffer of the old drawable into the destination texture. */ - if (context->current_rt->container->texture_srgb.name) - surface_internal_preload(context->current_rt, context, SRGB_SRGB); - surface_internal_preload(context->current_rt, context, SRGB_RGB); + if (texture->texture_srgb.name) + wined3d_texture_load(texture, context, SRGB_SRGB); + wined3d_texture_load(texture, context, SRGB_RGB); surface_invalidate_location(context->current_rt, SFLAG_INDRAWABLE); } } diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index d3a0b13..df83fc6 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -2419,7 +2419,6 @@ DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
void CDECL wined3d_surface_preload(struct wined3d_surface *surface) { - struct wined3d_context *context; TRACE("surface %p.\n", surface);
if (!surface->resource.device->d3d_initialized) @@ -2428,9 +2427,7 @@ void CDECL wined3d_surface_preload(struct wined3d_surface *surface) return; }
- context = context_acquire(surface->resource.device, NULL); - surface_internal_preload(surface, context, SRGB_ANY); - context_release(context); + wined3d_texture_preload(surface->container); }
void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface) @@ -3447,17 +3444,6 @@ HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined return WINED3D_OK; }
-/* Context activation is done by the caller */ -void surface_internal_preload(struct wined3d_surface *surface, - struct wined3d_context *context, enum WINED3DSRGB srgb) -{ - struct wined3d_texture *texture = surface->container; - - TRACE("iface %p, srgb %#x.\n", surface, srgb); - - wined3d_texture_load(texture, context, srgb); -} - /* Read the framebuffer back into the surface */ static void read_from_framebuffer(struct wined3d_surface *surface, void *dest, UINT pitch) { @@ -4099,7 +4085,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc context = context_acquire(device, src_surface); gl_info = context->gl_info; context_apply_blit_state(context, device); - surface_internal_preload(dst_surface, context, SRGB_RGB); + wined3d_texture_load(dst_surface->container, context, SRGB_RGB);
/* Bind the target texture */ context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name); @@ -4207,14 +4193,14 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st context = context_acquire(device, src_surface); gl_info = context->gl_info; context_apply_blit_state(context, device); - surface_internal_preload(dst_surface, context, SRGB_RGB); + wined3d_texture_load(dst_surface->container, context, SRGB_RGB);
src_offscreen = surface_is_offscreen(src_surface); noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO; if (!noBackBufferBackup && !src_surface->container->texture_rgb.name) { /* Get it a description */ - surface_internal_preload(src_surface, context, SRGB_RGB); + wined3d_texture_load(src_surface->container, context, SRGB_RGB); }
/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring. @@ -4503,7 +4489,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device, /* Make sure the surface is up-to-date. This should probably use * surface_load_location() and worry about the destination surface too, * unless we're overwriting it completely. */ - surface_internal_preload(src_surface, context, SRGB_RGB); + wined3d_texture_load(src_surface->container, context, SRGB_RGB);
/* Activate the destination context, set it up for blitting */ context_apply_blit_state(context, device); diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index ff50aec..93e4a90 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2249,8 +2249,6 @@ void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN; HRESULT surface_color_fill(struct wined3d_surface *s, const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN; GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN; -void surface_internal_preload(struct wined3d_surface *surface, - struct wined3d_context *context, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN; void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN; BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN; void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;