8 Jun
2007
8 Jun
'07
3:12 p.m.
On 08/06/07, Stefan Dösinger <stefandoesinger(a)gmx.at> wrote:
+ ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD); + if (GL_SUPPORT(ARB_MULTITEXTURE)) { + GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB)); + checkGLcall("glActiveTextureARB"); + } + IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0)); + IWineD3DSurface_PreLoad(dst_surface);
Why do you need this? The surface should be preloaded in attach_surface_fbo as soon as it's attached. Also, although stretch_rect_fbo() is currently only used for onscreen -> texture blits, it should not be limited to that, so I think the ActivateContext should be further down inside both the "if (src_swapchain)" and "if (dst_swapchain)" blocks.