Henri Verbeet : wined3d: Avoid marking samplers dirty in IWineD3DSurfaceImpl_Unmap().

Alexandre Julliard julliard at winehq.org
Fri Nov 12 11:22:36 CST 2010


Module: wine
Branch: master
Commit: db013ed2135738dfec611282614d087e97aed50a
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=db013ed2135738dfec611282614d087e97aed50a

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Fri Nov 12 13:12:01 2010 +0100

wined3d: Avoid marking samplers dirty in IWineD3DSurfaceImpl_Unmap().

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:




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