[PATCH 2/4] wined3d: Remove call to d3dfmt_get_conv from read_from_framebuffer_texture.
Roderick Colenbrander
thunderbird2k at gmail.com
Thu Apr 15 05:41:58 CDT 2010
---
dlls/wined3d/surface.c | 6 +-----
1 files changed, 1 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 18443a7..a3b2dcb 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1487,13 +1487,9 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
- struct wined3d_format_desc desc;
- CONVERT_TYPES convert;
GLint prevRead;
BOOL alloc_flag = srgb ? SFLAG_SRGBALLOCATED : SFLAG_ALLOCATED;
- d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &desc, &convert);
-
/* Activate the surface to read from. In some situations it isn't the currently active target(e.g. backbuffer
* locking during offscreen rendering). RESOURCELOAD is ok because glCopyTexSubImage2D isn't affected by any
* states in the stateblock, and no driver was found yet that had bugs in that regard.
@@ -1535,7 +1531,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
if (!(This->Flags & alloc_flag))
{
- surface_allocate_surface(This, gl_info, &desc, srgb, This->pow2Width, This->pow2Height);
+ surface_allocate_surface(This, gl_info, This->resource.format_desc, srgb, This->pow2Width, This->pow2Height);
This->Flags |= alloc_flag;
}
--
1.6.3.3
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