[PATCH 3/4] wined3d: Set the read buffer to GL_NONE for draws and clears on an FBO.
Henri Verbeet
hverbeet at codeweavers.com
Fri Apr 8 13:22:51 CDT 2011
For the benefit of depth-only draws and clears, that would otherwise fail FBO
completeness, unless the driver supports ARB_ES2_compatibility.
---
dlls/wined3d/context.c | 4 ++++
1 files changed, 4 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index d1a3189..c2bdd3c 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2105,6 +2105,8 @@ BOOL context_apply_clear_state(struct wined3d_context *context, IWineD3DDeviceIm
++i;
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
+ glReadBuffer(GL_NONE);
+ checkGLcall("glReadBuffer");
}
else
{
@@ -2172,6 +2174,8 @@ BOOL context_apply_draw_state(struct wined3d_context *context, IWineD3DDeviceImp
ENTER_GL();
context_apply_fbo_state(context, GL_FRAMEBUFFER, device->render_targets,
device->depth_stencil, SFLAG_INTEXTURE);
+ glReadBuffer(GL_NONE);
+ checkGLcall("glReadBuffer");
LEAVE_GL();
}
}
--
1.7.3.4
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