wined3d: Check for offscreen contexts inside context_validate_onscreen_formats() itself.
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@ -1973,7 +1973,7 @@ static void context_validate_onscreen_formats(IWineD3DDeviceImpl *device,
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/* Onscreen surfaces are always in a swapchain */
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IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *)context->current_rt->container;
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if (!depth_stencil) return;
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if (context->render_offscreen || !depth_stencil) return;
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if (match_depth_stencil_format(swapchain->ds_format, depth_stencil->resource.format_desc)) return;
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/* TODO: If the requested format would satisfy the needs of the existing one(reverse match),
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@ -1992,7 +1992,7 @@ void context_apply_blit_state(struct wined3d_context *context, IWineD3DDeviceImp
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{
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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if (!context->render_offscreen) context_validate_onscreen_formats(device, context, NULL);
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context_validate_onscreen_formats(device, context, NULL);
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if (context->render_offscreen)
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{
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@ -2032,7 +2032,7 @@ void context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceIm
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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if (!context->render_offscreen) context_validate_onscreen_formats(device, context, depth_stencil);
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context_validate_onscreen_formats(device, context, depth_stencil);
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ENTER_GL();
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER, render_target, depth_stencil);
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@ -2078,7 +2078,7 @@ void context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImp
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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if (!context->render_offscreen) context_validate_onscreen_formats(device, context, device->depth_stencil);
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context_validate_onscreen_formats(device, context, device->depth_stencil);
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if (!context->render_offscreen)
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{
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