wined3d: Select a proper texture unit in LockRect and dirtify the state.
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@ -633,8 +633,15 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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This->Flags |= SFLAG_ACTIVELOCK; /* When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory */
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/* TODO: make activeLock a bit more intelligent, maybe implement a method to purge the texture memory. */
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/* Make sure that the texture is loaded */
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IWineD3DSurface_PreLoad(iface); /* Make sure there is a texture to bind! */
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/* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
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if (GL_SUPPORT(ARB_MULTITEXTURE)) {
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ENTER_GL();
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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checkGLcall("glActiveTextureARB");
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LEAVE_GL();
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}
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
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IWineD3DSurface_PreLoad(iface);
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surface_download_data(This);
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}
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