wined3d: Frontbuffers are onscreen.
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@ -1348,6 +1348,7 @@ struct wined3d_context *context_create(IWineD3DDeviceImpl *This, IWineD3DSurface
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ret->gl_info = &This->adapter->gl_info;
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ret->surface = (IWineD3DSurface *) target;
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ret->current_rt = (IWineD3DSurface *)target;
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ret->render_offscreen = surface_is_offscreen((IWineD3DSurface *) target);
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ret->tid = GetCurrentThreadId();
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if(This->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) This)) {
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/* Create the dirty constants array and initialize them to dirty */
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@ -1893,7 +1894,7 @@ static inline struct wined3d_context *FindContext(IWineD3DDeviceImpl *This, IWin
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context = findThreadContextForSwapChain(swapchain, tid);
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old_render_offscreen = context->render_offscreen;
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context->render_offscreen = ((IWineD3DSwapChainImpl *)swapchain)->render_to_fbo;
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context->render_offscreen = surface_is_offscreen(target);
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/* The context != This->activeContext will catch a NOP context change. This can occur
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* if we are switching back to swapchain rendering in case of FBO or Back Buffer offscreen
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* rendering. No context change is needed in that case
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@ -6297,7 +6297,6 @@ HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *
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}
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swapchain->context[0] = context_create(This, target, swapchain->win_handle, FALSE, &swapchain->presentParms);
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swapchain->num_contexts = 1;
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swapchain->context[0]->render_offscreen = swapchain->render_to_fbo;
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create_dummy_textures(This);
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@ -809,8 +809,6 @@ HRESULT swapchain_init(IWineD3DSwapChainImpl *swapchain, WINED3DSURFTYPE surface
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hr = WINED3DERR_NOTAVAILABLE;
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goto err;
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}
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swapchain->context[0]->render_offscreen = swapchain->render_to_fbo;
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}
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else
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{
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