[PATCH 2/2] wined3d: Remove some, now unnecessary, glReadBuffer(GL_NONE) calls.
Matteo Bruni
mbruni at codeweavers.com
Thu Apr 25 13:43:27 CDT 2013
This reverts parts of e4efcea2232254b2cf1ad0a7de7c90f1c3ae8df2 and
8e12b2e61e8c6441ed25c116142c262efdf88b20.
---
dlls/wined3d/context.c | 5 -----
dlls/wined3d/surface.c | 3 ---
2 files changed, 8 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 63393bc..944f238 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2224,8 +2224,6 @@ BOOL context_apply_clear_state(struct wined3d_context *context, const struct win
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil,
rt_count ? rts[0]->draw_binding : SFLAG_INTEXTURE);
- gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
- checkGLcall("glReadBuffer");
}
else
{
@@ -2318,7 +2316,6 @@ static DWORD find_draw_buffers_mask(const struct wined3d_context *context, const
void context_state_fb(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_device *device = context->swapchain->device;
- const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_fb_state *fb = state->fb;
DWORD rt_mask = find_draw_buffers_mask(context, device);
DWORD *cur_mask;
@@ -2333,8 +2330,6 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
{
context_apply_fbo_state(context, GL_FRAMEBUFFER, fb->render_targets, fb->depth_stencil,
fb->render_targets[0]->draw_binding);
- gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
- checkGLcall("glReadBuffer");
}
}
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index e9c0b52..cdd744c 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1100,8 +1100,6 @@ static void surface_depth_blt_fbo(const struct wined3d_device *device,
gl_info = context->gl_info;
context_apply_fbo_state_blit(context, GL_READ_FRAMEBUFFER, NULL, src_surface, src_location);
- gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
- checkGLcall("glReadBuffer()");
context_check_fbo_status(context, GL_READ_FRAMEBUFFER);
context_apply_fbo_state_blit(context, GL_DRAW_FRAMEBUFFER, NULL, dst_surface, dst_location);
@@ -5742,7 +5740,6 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
NULL, surface, SFLAG_INTEXTURE);
context_set_draw_buffer(context, GL_NONE);
- gl_info->gl_ops.gl.p_glReadBuffer(GL_NONE);
/* Do the actual blit */
surface_depth_blt(surface, context, device->depth_blt_texture, 0, 0, w, h, bind_target);
--
1.8.1.5
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