Module: wine Branch: master Commit: 7c8b8e0a9319c53eb0602c0e5ab12da0b83b9ee5 URL: http://source.winehq.org/git/wine.git/?a=commit;h=7c8b8e0a9319c53eb0602c0e5a...
Author: Alexander Dorofeyev alexd4@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) {