[PATCH 3/4] wined3d: Standalone surfaces should never be sRGB.
Henri Verbeet
hverbeet at codeweavers.com
Wed Mar 2 01:55:48 CST 2011
---
dlls/wined3d/surface.c | 15 ++++++++-------
1 files changed, 8 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index b0f9dc6..0897467 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -707,24 +707,25 @@ void surface_bind(IWineD3DSurfaceImpl *surface, BOOL srgb)
}
else
{
- GLuint *name = srgb ? &surface->texture_name_srgb : &surface->texture_name;
-
if (surface->texture_level)
{
ERR("Standalone surface %p is non-zero texture level %u.\n",
surface, surface->texture_level);
}
+ if (srgb)
+ ERR("Trying to bind standalone surface %p as sRGB.\n", surface);
+
ENTER_GL();
- if (!*name)
+ if (!surface->texture_name)
{
- glGenTextures(1, name);
+ glGenTextures(1, &surface->texture_name);
checkGLcall("glGenTextures");
- TRACE("Surface %p given name %u.\n", surface, *name);
+ TRACE("Surface %p given name %u.\n", surface, surface->texture_name);
- glBindTexture(surface->texture_target, *name);
+ glBindTexture(surface->texture_target, surface->texture_name);
checkGLcall("glBindTexture");
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(surface->texture_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@@ -735,7 +736,7 @@ void surface_bind(IWineD3DSurfaceImpl *surface, BOOL srgb)
}
else
{
- glBindTexture(surface->texture_target, *name);
+ glBindTexture(surface->texture_target, surface->texture_name);
checkGLcall("glBindTexture");
}
--
1.7.3.4
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