Commit 7c388168 authored by Alexander Dorofeyev's avatar Alexander Dorofeyev Committed by Alexandre Julliard

wined3d: Remove glDrawBuffer calls in BltOverride.

Handled in ActivateContext, must be remains of pre-context management code.
parent 5c7f2906
......@@ -3468,9 +3468,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
}
ENTER_GL();
glDrawBuffer(buffer);
checkGLcall("glDrawBuffer");
myDevice->blitter->set_shader((IWineD3DDevice *) myDevice, Src->resource.format,
Src->glDescription.target, Src->pow2Width, Src->pow2Height);
......@@ -3543,13 +3540,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
/* Leave the opengl state valid for blitting */
myDevice->blitter->unset_shader((IWineD3DDevice *) myDevice);
/* The draw buffer should only need to be restored if we were drawing to the front buffer, and there is a back buffer.
* otherwise the context manager should choose between GL_BACK / offscreenDrawBuffer
*/
if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer");
}
/* Restore the color key parameters */
Src->CKeyFlags = oldCKeyFlags;
Src->SrcBltCKey = oldBltCKey;
......
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