wined3d: Use surface_is_offscreen() in read_from_framebuffer_texture().
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51438eec46
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@ -1172,7 +1172,6 @@ static void read_from_framebuffer(IWineD3DSurfaceImpl *This, const RECT *rect, v
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static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
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{
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IWineD3DDeviceImpl *device = This->resource.device;
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IWineD3DSwapChainImpl *swapchain;
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struct wined3d_context *context;
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int bpp;
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GLenum format, internal, type;
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@ -1197,18 +1196,18 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
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* There is no need to keep track of the current read buffer or reset it, every part of the code
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* that reads sets the read buffer as desired.
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*/
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if (SUCCEEDED(IWineD3DSurface_GetContainer((IWineD3DSurface *)This, &IID_IWineD3DSwapChain, (void **)&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 *)swapchain);
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GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *)This, (IWineD3DSwapChain *)This->container);
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TRACE("Locking %#x buffer\n", buffer);
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ENTER_GL();
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glReadBuffer(buffer);
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checkGLcall("glReadBuffer");
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LEAVE_GL();
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IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
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} else {
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}
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else
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{
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/* Locking the primary render target which is not on a swapchain(=offscreen render target).
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* Read from the back buffer
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*/
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