Commit 0047c55e authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Handle destruction of a context's current render target.

parent 028b763f
......@@ -594,6 +594,8 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
const struct wined3d_gl_info *gl_info = context->gl_info;
struct fbo_entry *entry, *entry2;
if (context->current_rt == (IWineD3DSurface *)resource) context->current_rt = NULL;
ENTER_GL();
LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry)
......@@ -1716,7 +1718,6 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
struct WineD3DContext *current_context = context_get_current();
BOOL oldRenderOffscreen = This->render_offscreen;
const struct StateEntry *StateTable = This->StateTable;
const struct GlPixelFormatDesc *old, *new;
struct WineD3DContext *context;
if (current_context && current_context->destroyed) current_context = NULL;
......@@ -1724,6 +1725,7 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
if (!target)
{
if (current_context
&& current_context->current_rt
&& ((IWineD3DSurfaceImpl *)current_context->surface)->resource.wineD3DDevice == This)
{
target = current_context->current_rt;
......@@ -1833,8 +1835,15 @@ retry:
/* To compensate the lack of format switching with some offscreen rendering methods and on onscreen buffers
* the alpha blend state changes with different render target formats. */
old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
if (!context->current_rt)
{
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
}
else
{
const struct GlPixelFormatDesc *old = ((IWineD3DSurfaceImpl *)context->current_rt)->resource.format_desc;
const struct GlPixelFormatDesc *new = ((IWineD3DSurfaceImpl *)target)->resource.format_desc;
if (old->format != new->format)
{
/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
......@@ -1844,6 +1853,7 @@ retry:
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
}
}
}
/* When switching away from an offscreen render target, and we're not using FBOs,
* we have to read the drawable into the texture. This is done via PreLoad(and
......@@ -1871,7 +1881,7 @@ retry:
* After that, the outer ActivateContext(which calls PreLoad) can activate the new
* target for the new thread
*/
if (readTexture && context->current_rt != target)
if (readTexture && context->current_rt && context->current_rt != target)
{
BOOL oldInDraw = This->isInDraw;
......
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