diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 2d6a097f00e..a91da6c7ca1 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -916,9 +916,10 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This) */ ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD); surface_bind_and_dirtify(This); - ENTER_GL(); + ENTER_GL(); glGetIntegerv(GL_READ_BUFFER, &prevRead); + LEAVE_GL(); /* Select the correct read buffer, and give some debug output. * There is no need to keep track of the current read buffer or reset it, every part of the code @@ -928,8 +929,11 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This) { GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain); TRACE("Locking %#x buffer\n", buffer); + + ENTER_GL(); glReadBuffer(buffer); checkGLcall("glReadBuffer"); + LEAVE_GL(); IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain); } else { @@ -937,7 +941,9 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This) * Read from the back buffer */ TRACE("Locking offscreen render target\n"); + ENTER_GL(); glReadBuffer(device->offscreenBuffer); + LEAVE_GL(); } if(!(This->Flags & SFLAG_ALLOCATED)) { @@ -947,6 +953,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This) clear_unused_channels(This); + ENTER_GL(); /* If !SrcIsUpsideDown we should flip the surface. * This can be done using glCopyTexSubImage2D but this * is VERY slow, so don't do that. We should prevent