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wined3d: Remove the no longer needed fragment_caps.color_key flag.
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@ -5225,14 +5225,6 @@ static BOOL wined3d_adapter_gl_init(struct wined3d_adapter_gl *adapter_gl,
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wined3d_adapter_gl_init_d3d_info(adapter_gl, wined3d_creation_flags);
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if (!adapter_gl->a.d3d_info.ffp_fragment_caps.color_key)
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{
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/* We do not want to deal with re-creating immutable texture storage
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* for colour-keying emulation. */
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WARN("Disabling ARB_texture_storage because fragment pipe doesn't support colour-keying.\n");
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gl_info->supported[ARB_TEXTURE_STORAGE] = FALSE;
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}
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if (!wined3d_driver_info_init(driver_info, caps_gl_ctx.gpu_description, adapter_gl->a.d3d_info.feature_level,
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caps_gl_ctx.vram_bytes, 0))
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{
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@ -12132,7 +12132,6 @@ static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter *adapter, s
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const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl_const(adapter)->gl_info;
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memset(caps, 0, sizeof(*caps));
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caps->color_key = true;
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caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP
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| WINED3DPMISCCAPS_PERSTAGECONSTANT;
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caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
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@ -1658,18 +1658,11 @@ struct wined3d_resource * CDECL wined3d_texture_get_resource(struct wined3d_text
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return &texture->resource;
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}
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static BOOL color_key_equal(const struct wined3d_color_key *c1, struct wined3d_color_key *c2)
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{
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return c1->color_space_low_value == c2->color_space_low_value
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&& c1->color_space_high_value == c2->color_space_high_value;
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}
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/* Context activation is done by the caller */
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void wined3d_texture_load(struct wined3d_texture *texture,
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struct wined3d_context *context, BOOL srgb)
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{
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UINT sub_count = texture->level_count * texture->layer_count;
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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DWORD flag;
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UINT i;
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@ -1683,26 +1676,6 @@ void wined3d_texture_load(struct wined3d_texture *texture,
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else
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flag = WINED3D_TEXTURE_RGB_VALID;
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if (!d3d_info->ffp_fragment_caps.color_key
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&& (!(texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
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!= !(texture->async.color_key_flags & WINED3D_CKEY_SRC_BLT)
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|| (texture->async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY
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&& !color_key_equal(&texture->async.gl_color_key, &texture->async.src_blt_color_key))))
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{
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unsigned int i;
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TRACE("Reloading because of color key value change.\n");
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for (i = 0; i < sub_count; i++)
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{
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if (!wined3d_texture_load_location(texture, i, context, texture->resource.map_binding))
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ERR("Failed to load location %s.\n", wined3d_debug_location(texture->resource.map_binding));
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else
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wined3d_texture_invalidate_location(texture, i, ~texture->resource.map_binding);
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}
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texture->async.gl_color_key = texture->async.src_blt_color_key;
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}
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if (texture->flags & flag)
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{
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TRACE("Texture %p not dirty, nothing to do.\n", texture);
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@ -2051,7 +2024,6 @@ void wined3d_texture_gl_prepare_texture(struct wined3d_texture_gl *texture_gl,
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struct wined3d_context_gl *context_gl, BOOL srgb)
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{
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DWORD alloc_flag = srgb ? WINED3D_TEXTURE_SRGB_ALLOCATED : WINED3D_TEXTURE_RGB_ALLOCATED;
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const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
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const struct wined3d_gl_info *gl_info = context_gl->gl_info;
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struct wined3d_resource *resource = &texture_gl->t.resource;
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const struct wined3d_device *device = resource->device;
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@ -2063,16 +2035,6 @@ void wined3d_texture_gl_prepare_texture(struct wined3d_texture_gl *texture_gl,
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TRACE("texture_gl %p, context_gl %p, srgb %d, format %s.\n",
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texture_gl, context_gl, srgb, debug_d3dformat(format->id));
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if (!d3d_info->ffp_fragment_caps.color_key
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&& !(texture_gl->t.async.flags & WINED3D_TEXTURE_ASYNC_COLOR_KEY)
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!= !(texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT))
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{
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wined3d_texture_force_reload(&texture_gl->t);
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if (texture_gl->t.async.color_key_flags & WINED3D_CKEY_SRC_BLT)
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texture_gl->t.async.flags |= WINED3D_TEXTURE_ASYNC_COLOR_KEY;
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}
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if (texture_gl->t.flags & alloc_flag)
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return;
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@ -197,7 +197,6 @@ struct fragment_caps
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unsigned int TextureOpCaps;
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unsigned int max_blend_stages;
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unsigned int max_textures;
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bool color_key;
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};
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struct wined3d_d3d_limits
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