Stefan Dösinger : wined3d: Remove a few texture initializations.

Alexandre Julliard julliard at winehq.org
Mon Aug 25 06:21:26 CDT 2008


Module: wine
Branch: master
Commit: ba58adaaf692f0f5dbf3eec0a1d224b7d4d9d95a
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=ba58adaaf692f0f5dbf3eec0a1d224b7d4d9d95a

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Wed Aug 13 13:00:43 2008 -0500

wined3d: Remove a few texture initializations.

This is done by LoadLocation now.

---

 dlls/wined3d/surface.c |   17 -----------------
 1 files changed, 0 insertions(+), 17 deletions(-)

diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 0628e5a..c8c1e0f 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1312,14 +1312,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
             case RTL_READTEX:
             case RTL_TEXTEX:
                 ActivateContext(myDevice, iface, CTXUSAGE_BLIT);
-                ENTER_GL();
-                if (This->glDescription.textureName == 0) {
-                    glGenTextures(1, &This->glDescription.textureName);
-                    checkGLcall("glGenTextures");
-                }
-                glBindTexture(This->glDescription.target, This->glDescription.textureName);
-                checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
-                LEAVE_GL();
                 IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL /* partial texture loading not supported yet */);
                 /* drop through */
 
@@ -3804,15 +3796,6 @@ HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface) {
 
         if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
         {
-            ENTER_GL();
-            if (This->glDescription.textureName == 0) {
-                glGenTextures(1, &This->glDescription.textureName);
-                checkGLcall("glGenTextures");
-            }
-            glBindTexture(This->glDescription.target, This->glDescription.textureName);
-            checkGLcall("glBindTexture(This->glDescription.target, This->glDescription.textureName)");
-            LEAVE_GL();
-
             /* 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);
 




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