[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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