[PATCH 1/5] wined3d: Avoid marking samplers dirty in IWineD3DSurfaceImpl_Unmap().
Henri Verbeet
hverbeet at codeweavers.com
Fri Nov 12 06:12:01 CST 2010
Resources are explicitly loaded in context_apply_draw_state() when needed, the
resource location management takes care of all of this.
---
dlls/wined3d/surface.c | 12 ------------
1 files changed, 0 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index dbac947..9010482 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1900,18 +1900,6 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Unmap(IWineD3DSurface *iface)
else if (This == device->depth_stencil)
{
FIXME("Depth Stencil buffer locking is not implemented\n");
- } else {
- /* The rest should be a normal texture */
- /* Check if the texture is bound, if yes dirtify the sampler to force a re-upload of the texture
- * Can't load the texture here because PreLoad may destroy and recreate the gl texture, so sampler
- * states need resetting
- */
- if (This->container.type == WINED3D_CONTAINER_TEXTURE)
- {
- IWineD3DBaseTextureImpl *texture = This->container.u.texture;
- if (texture->baseTexture.bindCount)
- IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(texture->baseTexture.sampler));
- }
}
unlock_end:
--
1.7.2.2
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