wined3d: Make wined3d_texture_force_reload() static.

Francois Gouget fgouget at free.fr
Tue Mar 22 05:26:59 CDT 2016


Signed-off-by: Francois Gouget <fgouget at free.fr>
---
 dlls/wined3d/texture.c         | 30 +++++++++++++++---------------
 dlls/wined3d/wined3d_private.h |  1 -
 2 files changed, 15 insertions(+), 16 deletions(-)

diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 4d2a94f..9feac1b 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -822,6 +822,21 @@ void wined3d_texture_prepare_buffer_object(struct wined3d_texture *texture,
             *buffer_object, texture, sub_resource_idx);
 }
 
+static void wined3d_texture_force_reload(struct wined3d_texture *texture)
+{
+    unsigned int sub_count = texture->level_count * texture->layer_count;
+    unsigned int i;
+
+    texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
+            | WINED3D_TEXTURE_CONVERTED);
+    texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
+    for (i = 0; i < sub_count; ++i)
+    {
+        texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i].resource,
+                WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
+    }
+}
+
 void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct wined3d_context *context, BOOL srgb)
 {
     DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
@@ -844,21 +859,6 @@ void wined3d_texture_prepare_texture(struct wined3d_texture *texture, struct win
     texture->flags |= alloc_flag;
 }
 
-void wined3d_texture_force_reload(struct wined3d_texture *texture)
-{
-    unsigned int sub_count = texture->level_count * texture->layer_count;
-    unsigned int i;
-
-    texture->flags &= ~(WINED3D_TEXTURE_RGB_ALLOCATED | WINED3D_TEXTURE_SRGB_ALLOCATED
-            | WINED3D_TEXTURE_CONVERTED);
-    texture->async.flags &= ~WINED3D_TEXTURE_ASYNC_COLOR_KEY;
-    for (i = 0; i < sub_count; ++i)
-    {
-        texture->texture_ops->texture_sub_resource_invalidate_location(texture->sub_resources[i].resource,
-                WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
-    }
-}
-
 void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
 {
     /* TODO: Implement filters using GL_SGI_generate_mipmaps. */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3dea1e3..826b12f 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2452,7 +2452,6 @@ void wined3d_texture_bind_and_dirtify(struct wined3d_texture *texture,
         struct wined3d_context *context, BOOL srgb) DECLSPEC_HIDDEN;
 BOOL wined3d_texture_check_block_align(const struct wined3d_texture *texture,
         unsigned int level, const struct wined3d_box *box) DECLSPEC_HIDDEN;
-void wined3d_texture_force_reload(struct wined3d_texture *texture) DECLSPEC_HIDDEN;
 struct wined3d_resource *wined3d_texture_get_sub_resource(const struct wined3d_texture *texture,
         UINT sub_resource_idx) DECLSPEC_HIDDEN;
 void wined3d_texture_load(struct wined3d_texture *texture,
-- 
2.7.0



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