Stefan Dösinger : wined3d: Do not PreLoad the new render target.
Alexandre Julliard
julliard at winehq.org
Fri Jun 13 05:11:21 CDT 2008
Module: wine
Branch: master
Commit: 78d963039bb64b20dd469a26da0837d24f1e496d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=78d963039bb64b20dd469a26da0837d24f1e496d
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Thu Jun 12 20:54:27 2008 +0200
wined3d: Do not PreLoad the new render target.
There is no reason to do that, now that the SetGLTextureDesc bug is
fixed. This avoids an infinite recursion because PreLoad calls
ActivateContext at some point.
---
dlls/wined3d/context.c | 7 -------
1 files changed, 0 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 5eb1f6d..203152b 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -943,13 +943,6 @@ static inline WineD3DContext *FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf
break;
}
- if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
- /* Make sure we have a OpenGL texture name so the PreLoad() used to read the buffer
- * back when we are done won't mark us dirty.
- */
- IWineD3DSurface_PreLoad(target);
- }
-
if(!oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DTS_PROJECTION, StateTable);
Context_MarkStateDirty(context, STATE_VDECL, StateTable);
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