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wine
wine-winehq
Commits
e5ed8edb
Commit
e5ed8edb
authored
Oct 18, 2008
by
Roderick Colenbrander
Committed by
Alexandre Julliard
Oct 20, 2008
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wined3d: Fix a recursive ENTER_GL in read_from_framebuffer.
parent
d4b4810e
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1 changed file
with
8 additions
and
1 deletion
+8
-1
surface.c
dlls/wined3d/surface.c
+8
-1
No files found.
dlls/wined3d/surface.c
View file @
e5ed8edb
...
@@ -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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