Commit e5ed8edb authored by Roderick Colenbrander's avatar Roderick Colenbrander Committed by Alexandre Julliard

wined3d: Fix a recursive ENTER_GL in read_from_framebuffer.

parent d4b4810e
...@@ -916,9 +916,10 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This) ...@@ -916,9 +916,10 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
*/ */
ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD); ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
surface_bind_and_dirtify(This); surface_bind_and_dirtify(This);
ENTER_GL();
ENTER_GL();
glGetIntegerv(GL_READ_BUFFER, &prevRead); glGetIntegerv(GL_READ_BUFFER, &prevRead);
LEAVE_GL();
/* Select the correct read buffer, and give some debug output. /* Select the correct read buffer, and give some debug output.
* There is no need to keep track of the current read buffer or reset it, every part of the code * There is no need to keep track of the current read buffer or reset it, every part of the code
...@@ -928,8 +929,11 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This) ...@@ -928,8 +929,11 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
{ {
GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain); GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
TRACE("Locking %#x buffer\n", buffer); TRACE("Locking %#x buffer\n", buffer);
ENTER_GL();
glReadBuffer(buffer); glReadBuffer(buffer);
checkGLcall("glReadBuffer"); checkGLcall("glReadBuffer");
LEAVE_GL();
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain); IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
} else { } else {
...@@ -937,7 +941,9 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This) ...@@ -937,7 +941,9 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
* Read from the back buffer * Read from the back buffer
*/ */
TRACE("Locking offscreen render target\n"); TRACE("Locking offscreen render target\n");
ENTER_GL();
glReadBuffer(device->offscreenBuffer); glReadBuffer(device->offscreenBuffer);
LEAVE_GL();
} }
if(!(This->Flags & SFLAG_ALLOCATED)) { if(!(This->Flags & SFLAG_ALLOCATED)) {
...@@ -947,6 +953,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This) ...@@ -947,6 +953,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
clear_unused_channels(This); clear_unused_channels(This);
ENTER_GL();
/* If !SrcIsUpsideDown we should flip the surface. /* If !SrcIsUpsideDown we should flip the surface.
* This can be done using glCopyTexSubImage2D but this * This can be done using glCopyTexSubImage2D but this
* is VERY slow, so don't do that. We should prevent * is VERY slow, so don't do that. We should prevent
......
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