wined3d: Make sure we have an active GL context in buffer_PreLoad().
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11fd358cc6
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964f4b0157
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@ -37,13 +37,10 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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static void buffer_create_buffer_object(struct wined3d_buffer *This)
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static void buffer_create_buffer_object(struct wined3d_buffer *This)
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{
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{
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GLenum error, gl_usage;
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GLenum error, gl_usage;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
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TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
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This, debug_d3dusage(This->resource.usage));
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This, debug_d3dusage(This->resource.usage));
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/* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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ENTER_GL();
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/* Make sure that the gl error is cleared. Do not use checkGLcall
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/* Make sure that the gl error is cleared. Do not use checkGLcall
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@ -689,6 +686,8 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
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TRACE("iface %p\n", iface);
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TRACE("iface %p\n", iface);
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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if (!This->buffer_object)
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if (!This->buffer_object)
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{
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{
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/* TODO: Make converting independent from VBOs */
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/* TODO: Make converting independent from VBOs */
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@ -724,7 +723,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
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if (This->conversion_count > VB_MAXDECLCHANGES)
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if (This->conversion_count > VB_MAXDECLCHANGES)
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{
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{
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FIXME("Too many declaration changes, stopping converting\n");
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FIXME("Too many declaration changes, stopping converting\n");
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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ENTER_GL();
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GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
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GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
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checkGLcall("glDeleteBuffersARB");
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checkGLcall("glDeleteBuffersARB");
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@ -756,6 +756,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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GLenum feedback_type;
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GLenum feedback_type;
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GLfloat *feedbuffer;
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GLfloat *feedbuffer;
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/* Simply activate the context for blitting. This disables all the things we don't want and
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* takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
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* patch (as opposed to normal draws) will most likely need different changes anyway. */
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
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/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
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/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
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* Beware of vbos
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* Beware of vbos
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*/
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*/
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@ -806,11 +811,6 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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patch->has_normals = TRUE;
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patch->has_normals = TRUE;
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patch->has_texcoords = FALSE;
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patch->has_texcoords = FALSE;
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/* Simply activate the context for blitting. This disables all the things we don't want and
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* takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
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* patch (as opposed to normal draws) will most likely need different changes anyway
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*/
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
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ENTER_GL();
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ENTER_GL();
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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