[PATCH 4/4] wined3d: Remove restoring the read buffer from read_from_framebuffer_texture().
Henri Verbeet
hverbeet at codeweavers.com
Mon Jul 19 11:36:22 CDT 2010
The few functions that care about the read buffer should explicitly set it
themselves, instead of assuming any particular state.
---
dlls/wined3d/surface.c | 5 -----
1 files changed, 0 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index e21086f..94066ed 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1493,7 +1493,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
- GLint prevRead;
if (!surface_is_offscreen(This))
{
@@ -1518,7 +1517,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
ENTER_GL();
- glGetIntegerv(GL_READ_BUFFER, &prevRead);
glReadBuffer(device->offscreenBuffer);
checkGLcall("glReadBuffer");
@@ -1526,9 +1524,6 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This, BOOL srgb)
0, 0, 0, 0, This->currentDesc.Width, This->currentDesc.Height);
checkGLcall("glCopyTexSubImage2D");
- glReadBuffer(prevRead);
- checkGLcall("glReadBuffer");
-
LEAVE_GL();
context_release(context);
--
1.7.1
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