Commit 7b18ff5a authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Get rid of some redundant "texture" accesses in texture_resource_sub_resource_map().

parent f4f2d405
...@@ -1832,16 +1832,15 @@ static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resour ...@@ -1832,16 +1832,15 @@ static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resour
if (flags & WINED3D_MAP_DISCARD) if (flags & WINED3D_MAP_DISCARD)
{ {
TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n", TRACE("WINED3D_MAP_DISCARD flag passed, marking %s as up to date.\n",
wined3d_debug_location(texture->resource.map_binding)); wined3d_debug_location(resource->map_binding));
if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, if ((ret = wined3d_texture_prepare_location(texture, sub_resource_idx, context, resource->map_binding)))
context, texture->resource.map_binding))) wined3d_texture_validate_location(texture, sub_resource_idx, resource->map_binding);
wined3d_texture_validate_location(texture, sub_resource_idx, texture->resource.map_binding);
} }
else else
{ {
if (resource->usage & WINED3DUSAGE_DYNAMIC) if (resource->usage & WINED3DUSAGE_DYNAMIC)
WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n"); WARN_(d3d_perf)("Mapping a dynamic texture without WINED3D_MAP_DISCARD.\n");
ret = wined3d_texture_load_location(texture, sub_resource_idx, context, texture->resource.map_binding); ret = wined3d_texture_load_location(texture, sub_resource_idx, context, resource->map_binding);
} }
if (!ret) if (!ret)
...@@ -1852,10 +1851,10 @@ static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resour ...@@ -1852,10 +1851,10 @@ static HRESULT texture_resource_sub_resource_map(struct wined3d_resource *resour
} }
if (!(flags & WINED3D_MAP_READONLY) if (!(flags & WINED3D_MAP_READONLY)
&& (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC))) && (!(flags & WINED3D_MAP_NO_DIRTY_UPDATE) || (resource->usage & WINED3DUSAGE_DYNAMIC)))
wined3d_texture_invalidate_location(texture, sub_resource_idx, ~texture->resource.map_binding); wined3d_texture_invalidate_location(texture, sub_resource_idx, ~resource->map_binding);
wined3d_texture_get_memory(texture, sub_resource_idx, &data, texture->resource.map_binding); wined3d_texture_get_memory(texture, sub_resource_idx, &data, resource->map_binding);
base_memory = wined3d_texture_map_bo_address(&data, sub_resource->size, base_memory = wined3d_texture_map_bo_address(&data, sub_resource->size,
gl_info, GL_PIXEL_UNPACK_BUFFER, flags); gl_info, GL_PIXEL_UNPACK_BUFFER, flags);
TRACE("Base memory pointer %p.\n", base_memory); TRACE("Base memory pointer %p.\n", base_memory);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment