Commit 51438eec authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Use surface_is_offscreen() in fb_copy_to_texture_hwstretch().

parent 483d2415
......@@ -3210,13 +3210,15 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
GLenum drawBuffer = GL_BACK;
GLenum texture_target;
BOOL noBackBufferBackup;
BOOL src_offscreen;
TRACE("Using hwstretch blit\n");
/* Activate the Proper context for reading from the source surface, set it up for blitting */
context = context_acquire(myDevice, SrcSurface, CTXUSAGE_BLIT);
surface_internal_preload((IWineD3DSurface *) This, SRGB_RGB);
noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
src_offscreen = surface_is_offscreen(SrcSurface);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
if (!noBackBufferBackup && !Src->texture_name)
{
/* Get it a description */
......@@ -3232,7 +3234,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* Got more than one aux buffer? Use the 2nd aux buffer */
drawBuffer = GL_AUX1;
}
else if ((swapchain || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
else if ((!src_offscreen || myDevice->offscreenBuffer == GL_BACK) && context->aux_buffers >= 1)
{
/* Only one aux buffer, but it isn't used (Onscreen rendering, or non-aux orm)? Use it! */
drawBuffer = GL_AUX0;
......@@ -3258,7 +3260,8 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
Src->Flags &= ~SFLAG_INTEXTURE;
}
if(surface_is_offscreen(SrcSurface)) {
if (src_offscreen)
{
TRACE("Reading from an offscreen target\n");
upsidedown = !upsidedown;
glReadBuffer(myDevice->offscreenBuffer);
......
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