Commit 58dc0346 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Remove some, now unnecessary, glReadBuffer(GL_NONE) calls.

This reverts parts of e4efcea2 and 8e12b2e6.
parent bda63dd4
......@@ -2226,8 +2226,6 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE);
gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
checkGLcall("glReadBuffer");
}
else
{
......@@ -2320,7 +2318,6 @@ static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const
void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_device *device = context->swapchain->device;
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_fb_state *fb = state->fb;
DWORD rt_mask = find_draw_buffers_mask(context, device);
DWORD *cur_mask;
......@@ -2335,8 +2332,6 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
{
context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
fb->render_targets[0]->draw_binding);
gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
checkGLcall("glReadBuffer");
}
}
......
......@@ -1100,8 +1100,6 @@ static void surface_depth_blt_fbo(const struct wined3d_device *device,
gl_info = context->gl_info;
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, src_location);
gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
checkGLcall("glReadBuffer()");
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, dst_location);
......@@ -5742,7 +5740,6 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
NULL, surface, SFLAG_INTEXTURE);
context_set_draw_buffer(context, GL_NONE);
gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
/* Do the actual blit */
surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment