wined3d: Check if the depth/stencil surface has any valid location at the start of surface_load_ds_location().
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@ -4146,9 +4146,14 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
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return;
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return;
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}
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}
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if (location == SFLAG_DS_OFFSCREEN)
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if (!(surface->Flags & SFLAG_LOCATIONS))
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{
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{
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if (surface->Flags & SFLAG_DS_ONSCREEN)
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FIXME("No up to date depth stencil location.\n");
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surface->Flags |= location;
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return;
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}
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if (location == SFLAG_DS_OFFSCREEN)
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{
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{
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GLint old_binding = 0;
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GLint old_binding = 0;
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GLenum bind_target;
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GLenum bind_target;
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@ -4157,7 +4162,8 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
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ENTER_GL();
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ENTER_GL();
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if (!device->depth_blt_texture) {
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if (!device->depth_blt_texture)
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{
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glGenTextures(1, &device->depth_blt_texture);
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glGenTextures(1, &device->depth_blt_texture);
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}
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}
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@ -4168,7 +4174,9 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
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{
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{
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glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
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glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
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bind_target = GL_TEXTURE_RECTANGLE_ARB;
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bind_target = GL_TEXTURE_RECTANGLE_ARB;
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} else {
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}
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else
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{
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
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bind_target = GL_TEXTURE_2D;
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bind_target = GL_TEXTURE_2D;
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}
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}
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@ -4184,7 +4192,8 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
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glBindTexture(bind_target, old_binding);
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glBindTexture(bind_target, old_binding);
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/* Setup the destination */
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/* Setup the destination */
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if (!device->depth_blt_rb) {
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if (!device->depth_blt_rb)
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{
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gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
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gl_info->fbo_ops.glGenRenderbuffers(1, &device->depth_blt_rb);
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checkGLcall("glGenRenderbuffersEXT");
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checkGLcall("glGenRenderbuffersEXT");
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}
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}
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@ -4218,14 +4227,7 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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}
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}
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else
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{
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FIXME("No up to date depth stencil location\n");
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}
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}
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else if (location == SFLAG_DS_ONSCREEN)
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else if (location == SFLAG_DS_ONSCREEN)
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{
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if (surface->Flags & SFLAG_DS_OFFSCREEN)
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{
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{
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TRACE("Copying depth texture to onscreen depth buffer.\n");
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TRACE("Copying depth texture to onscreen depth buffer.\n");
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@ -4243,11 +4245,6 @@ void surface_load_ds_location(IWineD3DSurfaceImpl *surface, struct wined3d_conte
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
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}
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}
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else
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else
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{
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FIXME("No up to date depth stencil location\n");
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}
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}
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else
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{
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{
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ERR("Invalid location (%#x) specified.\n", location);
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ERR("Invalid location (%#x) specified.\n", location);
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}
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}
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