wined3d: IWineD3DSurface_PreLoad() doesn't do an implicit glBindTexture() anymore

Henri Verbeet hverbeet at codeweavers.com
Wed Sep 3 09:29:34 CDT 2008


This was exposed by moving texture id generation from Preload() to BindTexture().
---
 dlls/wined3d/device.c |    2 ++
 1 files changed, 2 insertions(+), 0 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index d12aebd..74688dd 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -6160,6 +6160,7 @@ void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWine
 
         IWineD3DSurface_PreLoad(depth_stencil);
 
+        glBindTexture(target, depth_stencil_impl->glDescription.textureName);
         glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
         glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
         glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
@@ -6202,6 +6203,7 @@ void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx,
 
     IWineD3DSurface_PreLoad(surface);
 
+    glBindTexture(target, surface_impl->glDescription.textureName);
     glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     glBindTexture(target, old_binding);
-- 
1.5.6.4



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