wined3d: IWineD3DSurface_PreLoad() doesn't do an implicit glBindTexture() anymore.
This was exposed by moving texture id generation from Preload() to BindTexture().
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@ -6160,6 +6160,7 @@ void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWine
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IWineD3DSurface_PreLoad(depth_stencil);
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glBindTexture(target, depth_stencil_impl->glDescription.textureName);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
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@ -6202,6 +6203,7 @@ void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx,
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IWineD3DSurface_PreLoad(surface);
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glBindTexture(target, surface_impl->glDescription.textureName);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(target, old_binding);
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