[PATCH] Fix a recursive ENTER_GL in read_from_framebuffer.
Roderick Colenbrander
thunderbird2k at gmx.net
Sat Oct 18 18:21:46 CDT 2008
---
dlls/wined3d/surface.c | 9 ++++++++-
1 files changed, 8 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 9119a9c..aea3f5a 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -917,9 +917,10 @@ 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
@@ -929,8 +930,11 @@ 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 {
@@ -938,7 +942,9 @@ 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)) {
@@ -948,6 +954,7 @@ 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
--
1.5.3.8
--========GMX316021224368275469385--
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