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.