[PATCH] Fix the lack of indenting in PreLoad. It confused me a number of times already, so now fix it.
Roderick Colenbrander
thunderbird2k at gmx.net
Mon Feb 18 14:34:29 CST 2008
---
dlls/wined3d/surface.c | 52 ++++++++++++++++++++++++------------------------
1 files changed, 26 insertions(+), 26 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 8a4f31f..66caeea 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -474,35 +474,35 @@ void WINAPI IWineD3DSurfaceImpl_PreLoad(IWineD3DSurface *iface) {
IWineD3DBaseTexture_PreLoad(baseTexture);
IWineD3DBaseTexture_Release(baseTexture);
} else {
- TRACE("(%p) : About to load surface\n", This);
+ TRACE("(%p) : About to load surface\n", This);
- if(!device->isInDraw) {
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
- }
+ if(!device->isInDraw) {
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ }
- ENTER_GL();
- glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
- if (!This->glDescription.level) {
- if (!This->glDescription.textureName) {
- glGenTextures(1, &This->glDescription.textureName);
- checkGLcall("glGenTextures");
- TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
+ ENTER_GL();
+ glEnable(This->glDescription.target);/* make sure texture support is enabled in this context */
+ if (!This->glDescription.level) {
+ if (!This->glDescription.textureName) {
+ glGenTextures(1, &This->glDescription.textureName);
+ checkGLcall("glGenTextures");
+ TRACE("Surface %p given name %d\n", This, This->glDescription.textureName);
+ }
+ glBindTexture(This->glDescription.target, This->glDescription.textureName);
+ checkGLcall("glBindTexture");
+ IWineD3DSurface_LoadTexture(iface, FALSE);
+ /* This is where we should be reducing the amount of GLMemoryUsed */
+ } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
+ /* assume this is a coding error not a real error for now */
+ FIXME("Mipmap surface has a glTexture bound to it!\n");
}
- glBindTexture(This->glDescription.target, This->glDescription.textureName);
- checkGLcall("glBindTexture");
- IWineD3DSurface_LoadTexture(iface, FALSE);
- /* This is where we should be reducing the amount of GLMemoryUsed */
- } else if (This->glDescription.textureName) { /* NOTE: the level 0 surface of a mpmapped texture must be loaded first! */
- /* assume this is a coding error not a real error for now */
- FIXME("Mipmap surface has a glTexture bound to it!\n");
- }
- if (This->resource.pool == WINED3DPOOL_DEFAULT) {
- /* Tell opengl to try and keep this texture in video ram (well mostly) */
- GLclampf tmp;
- tmp = 0.9f;
- glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
- }
- LEAVE_GL();
+ if (This->resource.pool == WINED3DPOOL_DEFAULT) {
+ /* Tell opengl to try and keep this texture in video ram (well mostly) */
+ GLclampf tmp;
+ tmp = 0.9f;
+ glPrioritizeTextures(1, &This->glDescription.textureName, &tmp);
+ }
+ LEAVE_GL();
}
return;
}
--
1.5.3.4
--========GMX202761203368020378851--
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