Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-cw
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-cw
Commits
28464f96
Commit
28464f96
authored
Feb 18, 2008
by
Roderick Colenbrander
Committed by
Alexandre Julliard
Feb 19, 2008
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Fix lack of indent in PreLoad.
parent
ef21f1e8
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
26 additions
and
26 deletions
+26
-26
surface.c
dlls/wined3d/surface.c
+26
-26
No files found.
dlls/wined3d/surface.c
View file @
28464f96
...
...
@@ -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
.
9
f
;
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
.
9
f
;
glPrioritizeTextures
(
1
,
&
This
->
glDescription
.
textureName
,
&
tmp
);
}
LEAVE_GL
();
}
return
;
}
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment