wined3d: Add a few missing checkGLcall calls.

This commit is contained in:
Chris Robinson 2007-06-04 19:42:04 -07:00 committed by Alexandre Julliard
parent f69d6fd450
commit 1e64bb93a4
2 changed files with 4 additions and 0 deletions

View File

@ -5591,9 +5591,11 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
if (flip) { if (flip) {
GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2, GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter)); dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
checkGLcall("glBlitFramebuffer()");
} else { } else {
GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2, GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter)); dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
checkGLcall("glBlitFramebuffer()");
} }
if (This->render_offscreen) { if (This->render_offscreen) {

View File

@ -2943,6 +2943,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
if(!dstSwapchain) { if(!dstSwapchain) {
TRACE("Drawing to offscreen buffer\n"); TRACE("Drawing to offscreen buffer\n");
glDrawBuffer(myDevice->offscreenBuffer); glDrawBuffer(myDevice->offscreenBuffer);
checkGLcall("glDrawBuffer");
} else { } else {
GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain); GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)dstSwapchain);
TRACE("Drawing to %#x buffer\n", buffer); TRACE("Drawing to %#x buffer\n", buffer);
@ -3016,6 +3017,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
*/ */
if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) { if(dstSwapchain && This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && dstSwapchain->backBuffer) {
glDrawBuffer(GL_BACK); glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer");
} }
/* Restore the color key parameters */ /* Restore the color key parameters */
Src->CKeyFlags = oldCKeyFlags; Src->CKeyFlags = oldCKeyFlags;