wined3d: Let the context handle the draw buffer in swapchain_blit().

oldstable
Henri Verbeet 2009-12-13 22:04:01 +01:00 committed by Alexandre Julliard
parent 82556b613e
commit 6bf79b885f
1 changed files with 2 additions and 2 deletions

View File

@ -118,7 +118,7 @@ static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_co
context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
glDrawBuffer(GL_BACK);
context_set_draw_buffer(context, GL_BACK);
glDisable(GL_SCISSOR_TEST);
IWineD3DDeviceImpl_MarkStateDirty(This->device, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
@ -160,7 +160,7 @@ static inline void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_co
glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(backbuffer->texture_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glDrawBuffer(GL_BACK);
context_set_draw_buffer(context, GL_BACK);
/* Set the viewport to the destination rectandle, disable any projection
* transformation set up by CTXUSAGE_BLIT, and draw a (-1,-1)-(1,1) quad.