wined3d: Don't needlessly bind the texture in PreLoad()
Henri Verbeet
hverbeet at codeweavers.com
Wed Sep 17 07:50:49 CDT 2008
---
dlls/wined3d/cubetexture.c | 1 -
dlls/wined3d/texture.c | 2 --
dlls/wined3d/volumetexture.c | 2 --
3 files changed, 0 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/cubetexture.c b/dlls/wined3d/cubetexture.c
index b823022..435deab 100644
--- a/dlls/wined3d/cubetexture.c
+++ b/dlls/wined3d/cubetexture.c
@@ -123,7 +123,6 @@ static void WINAPI IWineD3DCubeTextureImpl_PreLoad(IWineD3DCubeTexture *iface) {
srgb_was_toggled = (This->baseTexture.is_srgb != srgb_mode);
This->baseTexture.is_srgb = srgb_mode;
}
- IWineD3DCubeTexture_BindTexture(iface);
if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
for (i = 0; i < This->baseTexture.levels; i++) {
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 4a4893e..f138437 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -114,8 +114,6 @@ static void WINAPI IWineD3DTextureImpl_PreLoad(IWineD3DTexture *iface) {
This->baseTexture.is_srgb = srgb_mode;
}
- IWineD3DTexture_BindTexture(iface);
-
if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8) {
for (i = 0; i < This->baseTexture.levels; i++) {
if(palette9_changed((IWineD3DSurfaceImpl *)This->surfaces[i])) {
diff --git a/dlls/wined3d/volumetexture.c b/dlls/wined3d/volumetexture.c
index 2a0356d..abaac67 100644
--- a/dlls/wined3d/volumetexture.c
+++ b/dlls/wined3d/volumetexture.c
@@ -100,8 +100,6 @@ static void WINAPI IWineD3DVolumeTextureImpl_PreLoad(IWineD3DVolumeTexture *ifac
TRACE("(%p) : About to load texture\n", This);
- IWineD3DVolumeTexture_BindTexture(iface);
-
if(!device->isInDraw) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
} else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0) {
--
1.5.6.4
--------------080308010602060107020905--
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