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wine
wine-winehq
Commits
e9dbd5bf
Commit
e9dbd5bf
authored
Mar 16, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Mar 17, 2010
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Plain Diff
wined3d: Don't change the draw buffer in IWineD3DDeviceImpl_SetFrontBackBuffers().
This should be handled by the context's draw buffer management.
parent
509b038c
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22 deletions
+3
-22
device.c
dlls/wined3d/device.c
+3
-22
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dlls/wined3d/device.c
View file @
e9dbd5bf
...
...
@@ -5743,28 +5743,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *ifa
if
(
Swapchain
->
backBuffer
[
0
]
!=
Back
)
{
TRACE
(
"Changing the back buffer from %p to %p
\n
"
,
Swapchain
->
backBuffer
,
Back
);
/* What to do about the context here in the case of multithreading? Not sure.
* This function is called by IDirect3D7::CreateDevice so in theory its initialization code
*/
WARN
(
"No active context?
\n
"
);
ENTER_GL
();
if
(
!
Swapchain
->
backBuffer
[
0
])
{
/* GL was told to draw to the front buffer at creation,
* undo that
*/
glDrawBuffer
(
GL_BACK
);
checkGLcall
(
"glDrawBuffer(GL_BACK)"
);
/* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
Swapchain
->
presentParms
.
BackBufferCount
=
1
;
}
else
if
(
!
Back
)
{
/* That makes problems - disable for now */
/* glDrawBuffer(GL_FRONT); */
checkGLcall
(
"glDrawBuffer(GL_FRONT)"
);
/* We have lost our back buffer, set this to 0 to avoid confusing other code */
Swapchain
->
presentParms
.
BackBufferCount
=
0
;
}
LEAVE_GL
();
/* Update the backbuffer count. */
if
(
!
Swapchain
->
backBuffer
[
0
])
Swapchain
->
presentParms
.
BackBufferCount
=
1
;
else
if
(
!
Back
)
Swapchain
->
presentParms
.
BackBufferCount
=
0
;
if
(
Swapchain
->
backBuffer
[
0
])
{
...
...
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