Module: wine
Branch: master
Commit: 7c8b8e0a9319c53eb0602c0e5ab12da0b83b9ee5
URL: http://source.winehq.org/git/wine.git/?a=commit;h=7c8b8e0a9319c53eb0602c0e5…
Author: Alexander Dorofeyev <alexd4(a)inbox.lv>
Date: Tue Apr 8 00:42:39 2008 +0300
wined3d: Set isInDraw later in drawPrimitive.
This should fix the problem that in LoadLocation SFLAG_INTEXTURE path gl calls
can be made without activating context, due to isInDraw checks.
---
dlls/wined3d/drawprim.c | 6 +++---
1 files changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 37482fb..77b396a 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -986,9 +986,6 @@ void drawPrimitive(IWineD3DDevice *iface,
if (NumPrimitives == 0) return;
- /* Signals other modules that a drawing is in progress and the stateblock finalized */
- This->isInDraw = TRUE;
-
/* Invalidate the back buffer memory so LockRect will read it the next time */
for(i = 0; i < GL_LIMITS(buffers); i++) {
target = (IWineD3DSurfaceImpl *) This->render_targets[i];
@@ -1032,6 +1029,9 @@ void drawPrimitive(IWineD3DDevice *iface,
}
}
+ /* Signals other modules that a drawing is in progress and the stateblock finalized */
+ This->isInDraw = TRUE;
+
/* Ok, we will be updating the screen from here onwards so grab the lock */
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {