wined3d: Get rid of lastActiveRenderTarget in FindContext().
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@ -1667,7 +1667,8 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
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* After that, the outer ActivateContext(which calls PreLoad) can activate the new
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* target for the new thread
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*/
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if (readTexture && This->lastActiveRenderTarget != target) {
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if (readTexture && context->current_rt != target)
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{
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BOOL oldInDraw = This->isInDraw;
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/* PreLoad requires a context to load the texture, thus it will call ActivateContext.
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@ -1679,15 +1680,15 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
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/* Do that before switching the context:
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* Read the back buffer of the old drawable into the destination texture
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*/
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if (((IWineD3DSurfaceImpl *)This->lastActiveRenderTarget)->texture_name_srgb)
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if (((IWineD3DSurfaceImpl *)context->current_rt)->texture_name_srgb)
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{
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surface_internal_preload(This->lastActiveRenderTarget, SRGB_BOTH);
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surface_internal_preload(context->current_rt, SRGB_BOTH);
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} else {
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surface_internal_preload(This->lastActiveRenderTarget, SRGB_RGB);
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surface_internal_preload(context->current_rt, SRGB_RGB);
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}
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/* Assume that the drawable will be modified by some other things now */
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IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, FALSE);
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IWineD3DSurface_ModifyLocation(context->current_rt, SFLAG_INDRAWABLE, FALSE);
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This->isInDraw = oldInDraw;
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}
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