Vitaliy Margolen wrote:
Alexander Dorofeyev wrote:
Fixes http://bugs.winehq.org/show_bug.cgi?id=12890 that affects several games locking front buffer when using readtex RT lock mode.
- ActivateContext(device, device->render_targets[0], CTXUSAGE_BLIT);
- ActivateContext(device, (IWineD3DSurface*)This, CTXUSAGE_BLIT);
I think Stefan said something about this not being correct. The blitting is going into the render target not the current surface. In your case if the surface is not the render target, then it's not being properly selected.
Vitaliy.
Was it about blitting in general or surface_blt_to_drawable? Note that this routine isn't for blitting in the usual gdi or directx sense (as in from one bitmap or surface to another) - that code is in BltOverride. surface_blt_to_drawable is helper function for LoadLocation(...,INDRAWABLE,...) - which isn't supposed to be called for regular textures or offscreenplain surfaces.