wined3d: Frontbuffers are onscreen.

This commit is contained in:
Stefan Dösinger 2009-12-14 23:58:13 +01:00 committed by Alexandre Julliard
parent 9500df82f1
commit 2ee6bb1cbb
3 changed files with 2 additions and 4 deletions

View File

@ -1348,6 +1348,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
ret->gl_info = &This->adapter->gl_info;
ret->surface = (IWineD3DSurface *) target;
ret->current_rt = (IWineD3DSurface *)target;
ret->render_offscreen = surface_is_offscreen((IWineD3DSurface *) target);
ret->tid = GetCurrentThreadId();
if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
/* Create the dirty constants array and initialize them to dirty */
@ -1893,7 +1894,7 @@ static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWin
context = findThreadContextForSwapChain(swapchain, tid);
old_render_offscreen = context->render_offscreen;
context->render_offscreen = ((IWineD3DSwapChainImpl *)swapchain)->render_to_fbo;
context->render_offscreen = surface_is_offscreen(target);
/* The context != This->activeContext will catch a NOP context change. This can occur
* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
* rendering. No context change is needed in that case

View File

@ -6297,7 +6297,6 @@ HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *
}
swapchain->context[0] = context_create(This, target, swapchain->win_handle, FALSE, &swapchain->presentParms);
swapchain->num_contexts = 1;
swapchain->context[0]->render_offscreen = swapchain->render_to_fbo;
create_dummy_textures(This);

View File

@ -809,8 +809,6 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
hr = WINED3DERR_NOTAVAILABLE;
goto err;
}
swapchain->context[0]->render_offscreen = swapchain->render_to_fbo;
}
else
{