wined3d: Always set GL_PIXEL_PACK_BUFFER binding in texture2d_read_from_framebuffer().
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -475,6 +475,11 @@ void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned i
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checkGLcall("glBindBuffer");
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checkGLcall("glBindBuffer");
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offset += data.buffer_object->buffer_offset;
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offset += data.buffer_object->buffer_offset;
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}
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}
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else
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{
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GL_EXTCALL(glBindBuffer(GL_PIXEL_PACK_BUFFER, 0));
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checkGLcall("glBindBuffer");
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}
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level = sub_resource_idx % texture->level_count;
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level = sub_resource_idx % texture->level_count;
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wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch);
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wined3d_texture_get_pitch(texture, level, &row_pitch, &slice_pitch);
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