[PATCH] WineD3D: Get a GL context before creating a PBO=0A=

Stefan Doesinger stefan at codeweavers.com
Fri Aug 15 16:45:51 CDT 2008


=0A=
---=0A=
 dlls/wined3d/surface.c |    3 +++=0A=
 1 files changed, 3 insertions(+), 0 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c=0A=
index c8c1e0f..a988121 100644=0A=
--- a/dlls/wined3d/surface.c=0A=
+++ b/dlls/wined3d/surface.c=0A=
@@ -955,6 +955,9 @@ static void =
surface_prepare_system_memory(IWineD3DSurfaceImpl *This) {=0A=
      */=0A=
     if(GL_SUPPORT(ARB_PIXEL_BUFFER_OBJECT) && (This->Flags & =
SFLAG_DYNLOCK) && !(This->Flags & (SFLAG_PBO | SFLAG_CONVERTED | =
SFLAG_NONPOW2)) && (This->resource.pool !=3D WINED3DPOOL_SYSTEMMEM)) {=0A=
         GLenum error;=0A=
+        IWineD3DDeviceImpl *device =3D This->resource.wineD3DDevice;=0A=
+=0A=
+        ActivateContext(device, device->lastActiveRenderTarget, =
CTXUSAGE_RESOURCELOAD);=0A=
         ENTER_GL();=0A=
 =0A=
         GL_EXTCALL(glGenBuffersARB(1, &This->pbo));=0A=
-- =0A=
1.5.6.4=0A=
=0A=

------=_NextPart_000_0018_01C9046F.892C1BA0--




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