wined3d: Fix a recursive ENTER_GL in read_from_framebuffer.

This commit is contained in:
Roderick Colenbrander 2008-10-18 23:21:46 +00:00 committed by Alexandre Julliard
parent d4b4810ebe
commit e5ed8edb89

View File

@ -916,9 +916,10 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
*/
ActivateContext(device, (IWineD3DSurface *) This, CTXUSAGE_RESOURCELOAD);
surface_bind_and_dirtify(This);
ENTER_GL();
ENTER_GL();
glGetIntegerv(GL_READ_BUFFER, &prevRead);
LEAVE_GL();
/* Select the correct read buffer, and give some debug output.
* There is no need to keep track of the current read buffer or reset it, every part of the code
@ -928,8 +929,11 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
{
GLenum buffer = surface_get_gl_buffer((IWineD3DSurface *) This, (IWineD3DSwapChain *)swapchain);
TRACE("Locking %#x buffer\n", buffer);
ENTER_GL();
glReadBuffer(buffer);
checkGLcall("glReadBuffer");
LEAVE_GL();
IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
} else {
@ -937,7 +941,9 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
* Read from the back buffer
*/
TRACE("Locking offscreen render target\n");
ENTER_GL();
glReadBuffer(device->offscreenBuffer);
LEAVE_GL();
}
if(!(This->Flags & SFLAG_ALLOCATED)) {
@ -947,6 +953,7 @@ static void read_from_framebuffer_texture(IWineD3DSurfaceImpl *This)
clear_unused_channels(This);
ENTER_GL();
/* If !SrcIsUpsideDown we should flip the surface.
* This can be done using glCopyTexSubImage2D but this
* is VERY slow, so don't do that. We should prevent