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wined3d: Due to code rewrites is_color_fixup_supported is not needed anymore in RealizePalette.
The code in question should be executed in all cases. This also fixes palette refresh issues when shaders / paletted textures aren't around.
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@ -4276,18 +4276,13 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
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if (This->resource.format_desc->format == WINED3DFMT_P8_UINT
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|| This->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM)
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{
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IWineD3DDeviceImpl *device = This->resource.device;
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if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) &&
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device->blitter->color_fixup_supported(&device->adapter->gl_info, This->resource.format_desc->color_fixup))
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if(This->resource.usage & WINED3DUSAGE_RENDERTARGET)
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{
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/* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
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IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
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/* We want to force a palette refresh, so mark the drawable as not being up to date */
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
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/* Force a palette refresh by re-uploading to the drawable */
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IWineD3DSurface_LoadLocation(iface, SFLAG_INDRAWABLE, NULL);
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} else {
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if(!(This->Flags & SFLAG_INSYSMEM)) {
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TRACE("Palette changed with surface that does not have an up to date system memory copy\n");
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