[PATCH 4/5] wined3d: Make sure we have an active GL context before calling d3dfmt_p8_upload_palette().
Henri Verbeet
hverbeet at codeweavers.com
Fri Jun 26 03:07:11 CDT 2009
---
dlls/wined3d/surface.c | 3 +++
1 files changed, 3 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index e3070d2..bac2fe5 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -4094,6 +4094,8 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
if((This->resource.usage & WINED3DUSAGE_RENDERTARGET) && (convert == NO_CONVERSION))
{
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+
/* Make sure the texture is up to date. This call doesn't do anything if the texture is already up to date. */
IWineD3DSurface_LoadLocation(iface, SFLAG_INTEXTURE, NULL);
@@ -4101,6 +4103,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_RealizePalette(IWineD3DSurface *iface)
IWineD3DSurface_ModifyLocation(iface, SFLAG_INDRAWABLE, FALSE);
/* Re-upload the palette */
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
d3dfmt_p8_upload_palette(iface, convert);
} else {
if(!(This->Flags & SFLAG_INSYSMEM)) {
--
1.6.0.6
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