wined3d: Remove an unneeded check.

This commit is contained in:
Stefan Dösinger 2007-11-02 21:30:50 +01:00 committed by Alexandre Julliard
parent e15b6096c6
commit 7c97b80193

View file

@ -3614,41 +3614,34 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp, This->srgb);
if (This->Flags & SFLAG_INDRAWABLE) {
if (This->resource.format == WINED3DFMT_P8 || This->resource.format == WINED3DFMT_A8P8 ||
This->resource.format == WINED3DFMT_DXT1 || This->resource.format == WINED3DFMT_DXT2 ||
This->resource.format == WINED3DFMT_DXT3 || This->resource.format == WINED3DFMT_DXT4 ||
This->resource.format == WINED3DFMT_DXT5)
FIXME("Format %d not supported\n", This->resource.format);
else {
GLint prevRead;
GLint prevRead;
ENTER_GL();
glGetIntegerv(GL_READ_BUFFER, &prevRead);
vcheckGLcall("glGetIntegerv");
glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
vcheckGLcall("glReadBuffer");
ENTER_GL();
glGetIntegerv(GL_READ_BUFFER, &prevRead);
vcheckGLcall("glGetIntegerv");
glReadBuffer(This->resource.wineD3DDevice->offscreenBuffer);
vcheckGLcall("glReadBuffer");
if(!(This->Flags & SFLAG_ALLOCATED)) {
surface_allocate_surface(This, internal, This->pow2Width,
This->pow2Height, format, type);
}
clear_unused_channels(This);
glCopyTexSubImage2D(This->glDescription.target,
This->glDescription.level,
0, 0, 0, 0,
This->currentDesc.Width,
This->currentDesc.Height);
checkGLcall("glCopyTexSubImage2D");
glReadBuffer(prevRead);
vcheckGLcall("glReadBuffer");
LEAVE_GL();
TRACE("Updated target %d\n", This->glDescription.target);
if(!(This->Flags & SFLAG_ALLOCATED)) {
surface_allocate_surface(This, internal, This->pow2Width,
This->pow2Height, format, type);
}
clear_unused_channels(This);
glCopyTexSubImage2D(This->glDescription.target,
This->glDescription.level,
0, 0, 0, 0,
This->currentDesc.Width,
This->currentDesc.Height);
checkGLcall("glCopyTexSubImage2D");
glReadBuffer(prevRead);
vcheckGLcall("glReadBuffer");
LEAVE_GL();
TRACE("Updated target %d\n", This->glDescription.target);
return WINED3D_OK;
} else {
/* The only place where LoadTexture() might get called when isInDraw=1