[PATCH 1/5] wined3d: Get rid of some redundant "texture" accesses in texture_resource_sub_resource_map().
Henri Verbeet
hverbeet at codeweavers.com
Sun Feb 26 00:46:31 CST 2017
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/texture.c | 15 +++++++--------
1 file changed, 7 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 20a6c0e..b3e5659 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -1832,16 +1832,15 @@ static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resour
if (flags & WINED3D_MAP_DISCARD)
{
TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
- wined3d_debug_location(texture->resource.map_binding));
- if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx,
- context, texture->resource.map_binding)))
- wined3d_texture_validate_location(texture, sub_resource_idx, texture->resource.map_binding);
+ wined3d_debug_location(resource->map_binding));
+ if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding)))
+ wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding);
}
else
{
if (resource->usage & WINED3DUSAGE_DYNAMIC)
WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
- ret = wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding);
+ ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding);
}
if (!ret)
@@ -1852,10 +1851,10 @@ static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resour
}
if (!(flags & WINED3D_MAP_READONLY)
- && (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
- wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding);
+ && (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
+ wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding);
- wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding);
+ wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding);
base_memory = wined3d_texture_map_bo_address(&data, sub_resource->size,
gl_info, GL_PIXEL_UNPACK_BUFFER, flags);
TRACE("Base memory pointer %p.\n", base_memory);
--
2.1.4
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