wined3d: Blitting to offscreen target.

Fix the NULL deref that occured when blitting to offscreen targets and
select the proper gl drawing buffer instead.
This commit is contained in:
Stefan Dösinger 2007-03-14 22:00:31 +01:00 committed by Alexandre Julliard
parent a66784c7d1
commit 0b46254b57
2 changed files with 15 additions and 7 deletions

View File

@ -690,7 +690,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, U
object->pow2Height = pow2Height;
/* Flags */
object->Flags = 0; /* We start without flags set */
object->Flags = SFLAG_DYNLOCK;
object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
object->Flags |= Discard ? SFLAG_DISCARD : 0;
object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;

View File

@ -2637,7 +2637,6 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
DWORD oldCKeyFlags = Src->CKeyFlags;
DDCOLORKEY oldBltCKey = This->SrcBltCKey;
RECT SourceRectangle;
GLint oldDraw;
TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
@ -2687,11 +2686,17 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
/* Activate the destination context, set it up for blitting */
ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
glGetIntegerv(GL_DRAW_BUFFER, &oldDraw);
if(This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer) {
if(!dstSwapchain) {
TRACE("Drawing to offscreen buffer\n");
glDrawBuffer(myDevice->offscreenBuffer);
} else if(This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer) {
TRACE("Drawing to front buffer\n");
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer GL_FRONT");
} else {
TRACE("Drawing to back buffer\n");
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer GL_BACK");
}
/* Bind the texture */
@ -2755,8 +2760,11 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glEnable glBindTexture");
if(This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && oldDraw == GL_BACK) {
glDrawBuffer(oldDraw);
/* 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);
}
/* Restore the color key parameters */
Src->CKeyFlags = oldCKeyFlags;