wined3d: Use surface_is_offscreen() in flush_to_framebuffer_drawpixels().
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@ -1425,16 +1425,15 @@ static void flush_to_framebuffer_drawpixels(IWineD3DSurfaceImpl *This, GLenum fm
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GLint skipBytes = 0;
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UINT pitch = IWineD3DSurface_GetPitch((IWineD3DSurface *) This); /* target is argb, 4 byte */
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IWineD3DDeviceImpl *myDevice = This->resource.device;
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IWineD3DSwapChainImpl *swapchain;
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struct wined3d_context *context;
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/* Activate the correct context for the render target */
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context = context_acquire(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
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ENTER_GL();
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&swapchain))) {
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GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
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IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
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if (!surface_is_offscreen((IWineD3DSurface *)This))
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{
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GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)This->container);
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TRACE("Unlocking %#x buffer.\n", buffer);
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context_set_draw_buffer(context, buffer);
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}
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