Signed-off-by: Chip Davis cdavis@codeweavers.com --- v2: Hoist a couple of GL_MULTISAMPLE enables into wined3d_context_gl_apply_blit_state(). --- dlls/wined3d/context_gl.c | 5 +++++ dlls/wined3d/surface.c | 16 ++++++++++++++++ 2 files changed, 21 insertions(+)
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index 9dbd0346ff3..fa2f117fe9c 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -2773,6 +2773,11 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, gl_info->gl_ops.gl.p_glDisable(GL_BLEND); gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_BLEND); + if (gl_info->supported[ARB_MULTISAMPLE]) + { + gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE); + context_invalidate_state(context, STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS)); + } gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE); gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RASTERIZER); diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index e965203950e..6ab5bd10325 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -130,6 +130,11 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); }
+ if (gl_info->supported[ARB_MULTISAMPLE]) + { + gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE); + context_invalidate_state(context, STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS)); + } gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RASTERIZER);
@@ -251,6 +256,11 @@ void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *co gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_BLEND);
+ if (gl_info->supported[ARB_MULTISAMPLE]) + { + gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE); + context_invalidate_state(context, STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS)); + } gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RASTERIZER);
@@ -848,6 +858,12 @@ void texture2d_load_fb_texture(struct wined3d_texture_gl *texture_gl, gl_info->gl_ops.gl.p_glReadBuffer(wined3d_texture_get_gl_buffer(&texture_gl->t)); checkGLcall("glReadBuffer");
+ if (gl_info->supported[ARB_MULTISAMPLE]) + { + gl_info->gl_ops.gl.p_glEnable(GL_MULTISAMPLE); + context_invalidate_state(context, STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS)); + } + level = sub_resource_idx % texture_gl->t.level_count; target = wined3d_texture_gl_get_sub_resource_target(texture_gl, sub_resource_idx); gl_info->gl_ops.gl.p_glCopyTexSubImage2D(target, level, 0, 0, 0, 0,