* the correct texture. */
/* Context activation is done by the caller. */
static void surface_allocate_surface(IWineD3DSurfaceImpl *This, const struct wined3d_gl_info *gl_info,
- const struct wined3d_format_desc *format_desc, BOOL srgb, GLsizei width, GLsizei height)
+ const struct wined3d_format_desc *format_desc, BOOL srgb)
{
BOOL enable_client_storage = FALSE;
+ GLsizei width = This->pow2Width;
+ GLsizei height = This->pow2Height;
const BYTE *mem = NULL;
GLenum internal;
if (!(This->Flags & alloc_flag))
{
- surface_allocate_surface(This, gl_info, This->resource.format_desc, srgb, This->pow2Width, This->pow2Height);
+ surface_allocate_surface(This, gl_info, This->resource.format_desc, srgb);
This->Flags |= alloc_flag;
}
else surface->Flags &= ~SFLAG_CONVERTED;
surface_bind_and_dirtify(surface, srgb);
- surface_allocate_surface(surface, gl_info, &desc, srgb,
- surface->pow2Width, surface->pow2Height);
+ surface_allocate_surface(surface, gl_info, &desc, srgb);
surface->Flags |= alloc_flag;
}