wined3d: Pass NULL to ActivateContext() when we don't need a specific target.
Once we keep track of the wined3d context for each thread, lastActiveRenderTarget won't do what we want here.
This commit is contained in:
parent
a9c33bbc4a
commit
ee4d18cc83
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@ -4368,7 +4368,7 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
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if(!shader_data) return; /* This can happen if a shader was never compiled */
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ENTER_GL();
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if(shader_data->num_gl_shaders) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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for(i = 0; i < shader_data->num_gl_shaders; i++) {
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GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
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@ -4386,7 +4386,7 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
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if(!shader_data) return; /* This can happen if a shader was never compiled */
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ENTER_GL();
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if(shader_data->num_gl_shaders) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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if(shader_data->num_gl_shaders) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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for(i = 0; i < shader_data->num_gl_shaders; i++) {
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GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
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@ -63,7 +63,7 @@ void basetexture_unload(IWineD3DBaseTexture *iface)
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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if(This->baseTexture.textureName) {
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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glDeleteTextures(1, &This->baseTexture.textureName);
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This->baseTexture.textureName = 0;
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@ -71,7 +71,7 @@ void basetexture_unload(IWineD3DBaseTexture *iface)
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}
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if(This->baseTexture.srgbTextureName) {
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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glDeleteTextures(1, &This->baseTexture.srgbTextureName);
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This->baseTexture.srgbTextureName = 0;
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@ -135,7 +135,7 @@ HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DT
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* Or should we delay the applying until the texture is used for drawing? For now, apply
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* immediately.
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*/
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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glBindTexture(textureDimensions, This->baseTexture.textureName);
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checkGLcall("glBindTexture");
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@ -603,7 +603,7 @@ static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
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{
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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/* Download the buffer, but don't permanently enable double buffering */
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if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
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@ -690,7 +690,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
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TRACE("iface %p\n", iface);
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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if (!This->buffer_object)
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{
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@ -800,7 +800,7 @@ static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
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if (!device->isInDraw)
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{
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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}
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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@ -950,7 +950,7 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
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}
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
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@ -1002,7 +1002,7 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
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}
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
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@ -518,7 +518,7 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
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}
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else if (This->d3d_initialized)
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{
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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}
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for (i = 0; i < This->numContexts; ++i)
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@ -1759,6 +1759,9 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
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const struct wined3d_gl_info *gl_info;
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TRACE("(%p): Selecting context for render target %p, thread %d\n", This, target, tid);
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if (!target) target = This->lastActiveRenderTarget;
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if(This->lastActiveRenderTarget != target || tid != This->lastThread) {
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context = FindContext(This, target, tid);
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context->draw_buffer_dirty = TRUE;
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@ -66,7 +66,7 @@ static void cubetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3
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{
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/* No danger of recursive calls, ActivateContext sets isInDraw to true
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* when loading offscreen render targets into their texture. */
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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}
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if (This->resource.format_desc->format == WINED3DFMT_P8
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@ -1197,7 +1197,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
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if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
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TRACE("(%p) Allocating data for an occlusion query\n", This);
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
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LEAVE_GL();
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@ -1207,7 +1207,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINE
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object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
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((WineQueryEventData *)(object->extendedData))->ctx = This->activeContext;
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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if(GL_SUPPORT(APPLE_FENCE)) {
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GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
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@ -2318,7 +2318,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_D
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/* I don't think that the interface guarantees that the device is destroyed from the same thread
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* it was created. Thus make sure a context is active for the glDelete* calls
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*/
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
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@ -4400,7 +4400,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
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}
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/* Need any context to write to the vbo. */
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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/* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
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* control the streamIsUP flag, thus restore it afterwards.
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@ -4866,7 +4866,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
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return WINED3DERR_INVALIDCALL;
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}
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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/* We only have to do this if we need to read the, swapbuffers performs a flush for us */
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glFlush();
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/* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
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@ -5795,7 +5795,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
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}
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
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@ -6048,7 +6048,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
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} else {
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TRACE("Surface %p is offscreen\n", surface);
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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context_bind_fbo(This->activeContext, GL_FRAMEBUFFER_EXT, &This->activeContext->dst_fbo);
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context_attach_surface_fbo(This->activeContext, GL_FRAMEBUFFER_EXT, 0, surface);
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@ -6436,7 +6436,7 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
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if (src_swapchain) ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
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else if (dst_swapchain) ActivateContext(This, dst_surface, CTXUSAGE_RESOURCELOAD);
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else ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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else ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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if (src_swapchain) {
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GLenum buffer = surface_get_gl_buffer(src_surface, src_swapchain);
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@ -6646,7 +6646,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
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/* some basic validation checks */
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if(This->cursorTexture) {
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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glDeleteTextures(1, &This->cursorTexture);
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LEAVE_GL();
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@ -6705,7 +6705,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
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memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
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IWineD3DSurface_UnlockRect(pCursorBitmap);
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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@ -6906,7 +6906,7 @@ static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT
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if (surface->texture_name)
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{
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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glDeleteTextures(1, &surface->texture_name);
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LEAVE_GL();
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@ -6971,7 +6971,7 @@ void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_
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UINT i;
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IWineD3DBaseShaderImpl *shader;
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(This, NULL, CTXUSAGE_RESOURCELOAD);
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IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
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LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
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@ -759,7 +759,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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/* Simply activate the context for blitting. This disables all the things we don't want and
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* takes care of dirtifying. Dirtifying is preferred over pushing / popping, since drawing the
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* patch (as opposed to normal draws) will most likely need different changes anyway. */
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_BLIT);
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ActivateContext(This, NULL, CTXUSAGE_BLIT);
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/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
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* Beware of vbos
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@ -4342,7 +4342,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
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return;
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}
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
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{
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@ -4361,7 +4361,7 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
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return;
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}
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
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{
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@ -49,7 +49,7 @@ static void surface_cleanup(IWineD3DSurfaceImpl *This)
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* target, Uninit3D() will activate a context before doing anything. */
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if (device->render_targets && device->render_targets[0])
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{
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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}
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ENTER_GL();
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@ -784,7 +784,7 @@ void surface_internal_preload(IWineD3DSurface *iface, enum WINED3DSRGB srgb)
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TRACE("(%p) : About to load surface\n", This);
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if(!device->isInDraw) {
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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}
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if (This->resource.format_desc->format == WINED3DFMT_P8
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@ -870,7 +870,7 @@ static void WINAPI IWineD3DSurfaceImpl_UnLoad(IWineD3DSurface *iface) {
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INSRGBTEX, FALSE);
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This->Flags &= ~(SFLAG_ALLOCATED | SFLAG_SRGBALLOCATED);
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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/* Destroy PBOs, but load them into real sysmem before */
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if(This->Flags & SFLAG_PBO) {
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@ -1247,7 +1247,7 @@ static void surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {
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GLenum error;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glGenBuffersARB(1, &This->pbo));
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@ -1343,7 +1343,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LockRect(IWineD3DSurface *iface, WINED
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lock_end:
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if(This->Flags & SFLAG_PBO) {
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ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
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checkGLcall("glBindBufferARB");
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@ -1503,7 +1503,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_UnlockRect(IWineD3DSurface *iface) {
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if (This->Flags & SFLAG_PBO) {
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TRACE("Freeing PBO memory\n");
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ActivateContext(myDevice, myDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(myDevice, NULL, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, This->pbo));
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GL_EXTCALL(glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB));
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@ -2645,7 +2645,7 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface, BOOL
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name = srgb ? &This->texture_name_srgb : &This->texture_name;
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if(!device->isInDraw) {
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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}
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ENTER_GL();
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@ -4097,7 +4097,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
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IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
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/* Re-upload the palette */
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
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d3dfmt_p8_upload_palette(iface, convert);
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} else {
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if(!(This->Flags & SFLAG_INSYSMEM)) {
|
||||
|
@ -4788,7 +4788,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
|
|||
|
||||
/* Download the surface to system memory */
|
||||
if(This->Flags & (SFLAG_INTEXTURE | SFLAG_INSRGBTEX)) {
|
||||
if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
||||
if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
||||
surface_bind_and_dirtify(This, !(This->Flags & SFLAG_INTEXTURE));
|
||||
|
||||
surface_download_data(This);
|
||||
|
@ -4820,7 +4820,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
|
|||
* but it isn't set (yet) in all cases it is getting called. */
|
||||
if((convert != NO_CONVERSION) && (This->Flags & SFLAG_PBO)) {
|
||||
TRACE("Removing the pbo attached to surface %p\n", This);
|
||||
if (!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
||||
if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
||||
surface_remove_pbo(This);
|
||||
}
|
||||
|
||||
|
@ -4872,7 +4872,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadLocation(IWineD3DSurface *iface, D
|
|||
}
|
||||
}
|
||||
|
||||
if(!device->isInDraw) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
||||
if (!device->isInDraw) ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
||||
surface_bind_and_dirtify(This, srgb);
|
||||
|
||||
if(This->CKeyFlags & WINEDDSD_CKSRCBLT) {
|
||||
|
|
|
@ -63,7 +63,7 @@ static void texture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRG
|
|||
{
|
||||
/* ActivateContext sets isInDraw to TRUE when loading a pbuffer into a texture,
|
||||
* thus no danger of recursive calls. */
|
||||
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
||||
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
||||
}
|
||||
|
||||
if (This->resource.format_desc->format == WINED3DFMT_P8
|
||||
|
|
|
@ -41,7 +41,7 @@ static void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINE
|
|||
|
||||
if (!device->isInDraw)
|
||||
{
|
||||
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
||||
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
||||
}
|
||||
else if (GL_SUPPORT(EXT_TEXTURE_SRGB) && This->baseTexture.bindCount > 0)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue