[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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