Zebediah Figura (@zfigura) commented about dlls/wined3d/context_gl.c:
- {
if (location != WINED3D_LOCATION_DRAWABLE)
{
if (format->depth_size || format->stencil_size)
wined3d_context_gl_apply_fbo_state_blit(context_gl, target, NULL,
0, &texture->resource, sub_resource_idx, location);
else
wined3d_context_gl_apply_fbo_state_blit(context_gl, target, &texture->resource,
sub_resource_idx, NULL, 0, location);
}
else
{
context_gl->current_fbo = NULL;
wined3d_context_gl_bind_fbo(context_gl, target, 0);
}
wined3d_context_gl_check_fbo_status(context_gl, target);
This commit moves the FBO status check before the glDrawBuffer() call. I'm not quite sure but reading through the definition of framebuffer completeness, I think it *does* indeed depend on the draw buffers?
And since this function already does at least one thing not directly related to FBOs, should we move the glDrawBuffer calls here too?