[PATCH] WineD3D: Do not PreLoad the new render target=0A=

Stefan Doesinger stefan at codeweavers.com
Thu Jun 12 20:54:27 CDT 2008

There is no reason to do that, now that the SetGLTextureDesc bug is =
fixed. This avoids an infinite recursion=0A=
because PreLoad calls ActivateContext at some point=0A=
 dlls/wined3d/context.c |    7 -------=0A=
 1 files changed, 0 insertions(+), 7 deletions(-)=0A=
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c=0A=
index 5eb1f6d..203152b 100644=0A=
--- a/dlls/wined3d/context.c=0A=
+++ b/dlls/wined3d/context.c=0A=
@@ -943,13 +943,6 @@ static inline WineD3DContext =
*FindContext(IWineD3DDeviceImpl *This, IWineD3DSurf=0A=
-        if (wined3d_settings.offscreen_rendering_mode !=3D ORM_FBO) {=0A=
-            /* Make sure we have a OpenGL texture name so the PreLoad() =
used to read the buffer=0A=
-             * back when we are done won't mark us dirty.=0A=
-             */=0A=
-            IWineD3DSurface_PreLoad(target);=0A=
-        }=0A=
         if(!oldRenderOffscreen) {=0A=
             Context_MarkStateDirty(context, WINED3DTS_PROJECTION, =
             Context_MarkStateDirty(context, STATE_VDECL, StateTable);=0A=
-- =0A=


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