[PATCH 4/5] wined3d: Get rid of surface_internal_preload().

Henri Verbeet hverbeet at codeweavers.com
Fri Nov 22 03:45:03 CST 2013


---
 dlls/wined3d/arb_program_shader.c |    2 +-
 dlls/wined3d/context.c            |   10 ++++++----
 dlls/wined3d/surface.c            |   24 +++++-------------------
 dlls/wined3d/wined3d_private.h    |    2 --
 4 files changed, 12 insertions(+), 26 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index aa62bfe..96bd1b6 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7469,7 +7469,7 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
         src_rect.bottom = src_surface->resource.height - src_rect.bottom;
     }
     else
-        surface_internal_preload(src_surface, context, SRGB_RGB);
+        wined3d_texture_load(src_surface->container, context, SRGB_RGB);
 
     context_apply_blit_state(context, device);
 
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index e451a67..3e62839 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2124,7 +2124,7 @@ void context_apply_blit_state(struct wined3d_context *context, const struct wine
 
         if (context->render_offscreen)
         {
-            surface_internal_preload(rt, context, SRGB_RGB);
+            wined3d_texture_load(rt->container, context, SRGB_RGB);
 
             context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, rt, NULL, rt->draw_binding);
             if (rt->resource.format->id != WINED3DFMT_NULL)
@@ -2938,10 +2938,12 @@ static void context_setup_target(struct wined3d_context *context, struct wined3d
         if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
                 && old_render_offscreen && context->current_rt != target)
         {
+            struct wined3d_texture *texture = context->current_rt->container;
+
             /* Read the back buffer of the old drawable into the destination texture. */
-            if (context->current_rt->container->texture_srgb.name)
-                surface_internal_preload(context->current_rt, context, SRGB_SRGB);
-            surface_internal_preload(context->current_rt, context, SRGB_RGB);
+            if (texture->texture_srgb.name)
+                wined3d_texture_load(texture, context, SRGB_SRGB);
+            wined3d_texture_load(texture, context, SRGB_RGB);
             surface_invalidate_location(context->current_rt, SFLAG_INDRAWABLE);
         }
     }
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index d3a0b13..df83fc6 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2419,7 +2419,6 @@ DWORD CDECL wined3d_surface_get_priority(const struct wined3d_surface *surface)
 
 void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
 {
-    struct wined3d_context *context;
     TRACE("surface %p.\n", surface);
 
     if (!surface->resource.device->d3d_initialized)
@@ -2428,9 +2427,7 @@ void CDECL wined3d_surface_preload(struct wined3d_surface *surface)
         return;
     }
 
-    context = context_acquire(surface->resource.device, NULL);
-    surface_internal_preload(surface, context, SRGB_ANY);
-    context_release(context);
+    wined3d_texture_preload(surface->container);
 }
 
 void * CDECL wined3d_surface_get_parent(const struct wined3d_surface *surface)
@@ -3447,17 +3444,6 @@ HRESULT CDECL wined3d_surface_flip(struct wined3d_surface *surface, struct wined
     return WINED3D_OK;
 }
 
-/* Context activation is done by the caller */
-void surface_internal_preload(struct wined3d_surface *surface,
-        struct wined3d_context *context, enum WINED3DSRGB srgb)
-{
-    struct wined3d_texture *texture = surface->container;
-
-    TRACE("iface %p, srgb %#x.\n", surface, srgb);
-
-    wined3d_texture_load(texture, context, srgb);
-}
-
 /* Read the framebuffer back into the surface */
 static void read_from_framebuffer(struct wined3d_surface *surface, void *dest, UINT pitch)
 {
@@ -4099,7 +4085,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
     context = context_acquire(device, src_surface);
     gl_info = context->gl_info;
     context_apply_blit_state(context, device);
-    surface_internal_preload(dst_surface, context, SRGB_RGB);
+    wined3d_texture_load(dst_surface->container, context, SRGB_RGB);
 
     /* Bind the target texture */
     context_bind_texture(context, dst_surface->container->target, dst_surface->container->texture_rgb.name);
@@ -4207,14 +4193,14 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
     context = context_acquire(device, src_surface);
     gl_info = context->gl_info;
     context_apply_blit_state(context, device);
-    surface_internal_preload(dst_surface, context, SRGB_RGB);
+    wined3d_texture_load(dst_surface->container, context, SRGB_RGB);
 
     src_offscreen = surface_is_offscreen(src_surface);
     noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
     if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
     {
         /* Get it a description */
-        surface_internal_preload(src_surface, context, SRGB_RGB);
+        wined3d_texture_load(src_surface->container, context, SRGB_RGB);
     }
 
     /* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
@@ -4503,7 +4489,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
     /* Make sure the surface is up-to-date. This should probably use
      * surface_load_location() and worry about the destination surface too,
      * unless we're overwriting it completely. */
-    surface_internal_preload(src_surface, context, SRGB_RGB);
+    wined3d_texture_load(src_surface->container, context, SRGB_RGB);
 
     /* Activate the destination context, set it up for blitting */
     context_apply_blit_state(context, device);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index ff50aec..93e4a90 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2249,8 +2249,6 @@ void surface_set_dirty(struct wined3d_surface *surface) DECLSPEC_HIDDEN;
 HRESULT surface_color_fill(struct wined3d_surface *s,
         const RECT *rect, const struct wined3d_color *color) DECLSPEC_HIDDEN;
 GLenum surface_get_gl_buffer(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
-void surface_internal_preload(struct wined3d_surface *surface,
-        struct wined3d_context *context, enum WINED3DSRGB srgb) DECLSPEC_HIDDEN;
 void surface_invalidate_location(struct wined3d_surface *surface, DWORD location) DECLSPEC_HIDDEN;
 BOOL surface_is_offscreen(const struct wined3d_surface *surface) DECLSPEC_HIDDEN;
 void surface_load(struct wined3d_surface *surface, BOOL srgb) DECLSPEC_HIDDEN;
-- 
1.7.10.4




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