[15/16] WineD3D: Select a proper texture unit in LockRect,
and dirtify the state
Stefan Dösinger
stefandoesinger at gmx.at
Mon Jan 1 18:40:28 CST 2007
Does not really belong to the other patches, but I stumbled uppon
this. LockRect binds the texture to the selected texture unit. This
patch selects unit 0 and marks sampler 0 dirty to force an update on
the next draw.
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From 3a4f69fa54b749abb18f3762b3da53b3b608c447 Mon Sep 17 00:00:00 2001
From: =?utf-8?q?Stefan_D=C3=B6singer?= <stefan at imac.local>
Date: Mon, 1 Jan 2007 18:50:10 +0100
Subject: [PATCH] WineD3D: Select a proper texture unit in LockRect and mark the sampler dirty
---
dlls/wined3d/surface.c | 13 ++++++++++---
1 files changed, 10 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 96fc96e..a349c35 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -633,9 +633,16 @@ static HRESULT WINAPI IWineD3DSurfaceImp
This->Flags |= SFLAG_ACTIVELOCK; /* When this flag is set to true, loading the surface again won't free THis->resource.allocatedMemory */
/* TODO: make activeLock a bit more intelligent, maybe implement a method to purge the texture memory. */
- /* Make sure that the texture is loaded */
- IWineD3DSurface_PreLoad(iface); /* Make sure there is a texture to bind! */
-
+ /* Make sure that a proper texture unit is selected, bind the texture and dirtify the sampler to restore the texture on the next draw */
+ if (GL_SUPPORT(ARB_MULTITEXTURE)) {
+ ENTER_GL();
+ GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
+ checkGLcall("glActiveTextureARB");
+ LEAVE_GL();
+ }
+ IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_SAMPLER(0));
+ IWineD3DSurface_PreLoad(iface);
+
surface_download_data(This);
}
} else { /* Nothing to do */
--
1.4.2.4
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