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