Commit 9448c716 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Don't call wined3d_texture_load() from wined3d_context_gl_apply_blit_state().

It really isn't supposed to be its responsibility. All the callers of the function (which are blitters) take care of it already.
parent 512ceb08
...@@ -3252,8 +3252,6 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, ...@@ -3252,8 +3252,6 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
{ {
if (context->render_offscreen) if (context->render_offscreen)
{ {
wined3d_texture_load(rt, context, FALSE);
wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, &rt->resource, wined3d_context_gl_apply_fbo_state_blit(context_gl, GL_DRAW_FRAMEBUFFER, &rt->resource,
context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding); context->current_rt.sub_resource_idx, NULL, 0, rt->resource.draw_binding);
if (rt->resource.format->id != WINED3DFMT_NULL) if (rt->resource.format->id != WINED3DFMT_NULL)
......
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