From 7c8b8e0a9319c53eb0602c0e5ab12da0b83b9ee5 Mon Sep 17 00:00:00 2001 From: Alexander Dorofeyev Date: Tue, 8 Apr 2008 00:42:39 +0300 Subject: [PATCH] wined3d: Set isInDraw later in drawPrimitive. This should fix the problem that in LoadLocation SFLAG_INTEXTURE path gl calls can be made without activating context, due to isInDraw checks. --- dlls/wined3d/drawprim.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 37482fbfe8d..77b396af293 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -986,9 +986,6 @@ void drawPrimitive(IWineD3DDevice *iface, if (NumPrimitives == 0) return; - /* Signals other modules that a drawing is in progress and the stateblock finalized */ - This->isInDraw = TRUE; - /* Invalidate the back buffer memory so LockRect will read it the next time */ for(i = 0; i < GL_LIMITS(buffers); i++) { target = (IWineD3DSurfaceImpl *) This->render_targets[i]; @@ -1032,6 +1029,9 @@ void drawPrimitive(IWineD3DDevice *iface, } } + /* Signals other modules that a drawing is in progress and the stateblock finalized */ + This->isInDraw = TRUE; + /* Ok, we will be updating the screen from here onwards so grab the lock */ if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {