diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 982df716433..6d30f1c3b01 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -2226,8 +2226,6 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win } context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil, rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE); - gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE); - checkGLcall("glReadBuffer"); } else { @@ -2320,7 +2318,6 @@ static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) { const struct wined3d_device *device = context->swapchain->device; - const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_fb_state *fb = state->fb; DWORD rt_mask = find_draw_buffers_mask(context, device); DWORD *cur_mask; @@ -2335,8 +2332,6 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat { context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil, fb->render_targets[0]->draw_binding); - gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE); - checkGLcall("glReadBuffer"); } } diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index e9c0b529794..cdd744ca8e2 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -1100,8 +1100,6 @@ static void surface_depth_blt_fbo(const struct wined3d_device *device, gl_info = context->gl_info; context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, src_location); - gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE); - checkGLcall("glReadBuffer()"); context_check_fbo_status(context, GL_READ_FRAMEBUFFER); context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, dst_location); @@ -5742,7 +5740,6 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, NULL, surface, SFLAG_INTEXTURE); context_set_draw_buffer(context, GL_NONE); - gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE); /* Do the actual blit */ surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target);