Module: wine Branch: master Commit: 58dc0346d6a41663d0df8b94d298480d14419c9a URL: http://source.winehq.org/git/wine.git/?a=commit;h=58dc0346d6a41663d0df8b94d2...
Author: Matteo Bruni mbruni@codeweavers.com Date: Fri Apr 26 14:58:28 2013 +0200
wined3d: Remove some, now unnecessary, glReadBuffer(GL_NONE) calls.
This reverts parts of e4efcea2232254b2cf1ad0a7de7c90f1c3ae8df2 and 8e12b2e61e8c6441ed25c116142c262efdf88b20.
---
dlls/wined3d/context.c | 5 ----- dlls/wined3d/surface.c | 3 --- 2 files changed, 0 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 982df71..6d30f1c 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -2226,8 +2226,6 @@ 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 { @@ -2320,7 +2318,6 @@ 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; @@ -2335,8 +2332,6 @@ 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);