On Mon Jul 3 22:29:39 2023 +0000, Zebediah Figura wrote:
wined3d_context_gl_apply_fbo_state_blit() already does this. Do we need it? Perhaps more importantly, is it safe to skip that rebind_fbo logic? I really am not familiar with this code [I don't even know what the rebind_fbo stuff is for] and haven't spent a lot of effort to bring myself up to speed, so I'm hoping you are more familiar, enough to be able to answer those questions more easily :-)
You mean wined3d_context_gl_apply_fbo_state_blit() -> wined3d_context_gl_apply_fbo_state() (yeah, naming is not great -_-) already binding FBO 0 for WINED3D_LOCATION_DRAWABLE? I could call wined3d_context_gl_apply_fbo_state[_blit]() instead for that case as well, true. It should be a bit more correct for rebind_fbo I guess, in the (very unlikely, but...) chance that a texture attached to the other FBO binding target was just updated AND we have the rebind quirk enabled.
I'll update this too.