On 08/06/07, Stefan Dösinger <[EMAIL PROTECTED]> wrote:

+    ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
+    if (GL_SUPPORT(ARB_MULTITEXTURE)) {
+        GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
+        checkGLcall("glActiveTextureARB");
+    }
+    IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
+    IWineD3DSurface_PreLoad(dst_surface);
Why do you need this? The surface should be preloaded in
attach_surface_fbo as soon as it's attached. Also, although
stretch_rect_fbo() is currently only used for onscreen -> texture
blits, it should not be limited to that, so I think the
ActivateContext should be further down inside both the "if
(src_swapchain)" and "if (dst_swapchain)" blocks.


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