wined3d: Don't call wined3d_context_gl_apply_blit_state() from texture2d_read_from_fr...
commit1e3ee36a7187eb56507947674629dc7917cfc00c
authorMatteo Bruni <mbruni@codeweavers.com>
Thu, 6 Jul 2023 12:06:11 +0000 (6 14:06 +0200)
committerAlexandre Julliard <julliard@winehq.org>
Fri, 15 Sep 2023 16:34:11 +0000 (15 18:34 +0200)
tree9e28f718a97d98adee4792f36dd5172020876b4a
parent46e3f259c145419e93cf3daecd992e053e6cdf6f
wined3d: Don't call wined3d_context_gl_apply_blit_state() from texture2d_read_from_framebuffer().

None of the GL states set by wined3d_context_gl_apply_blit_state()
should matter for glReadPixels(), aside from the FBO read binding. So
just do that instead.

Some wined3d git archaeology suggests that the
wined3d_context_gl_apply_blit_state() call was added right before Wine
1.2 to workaround various driver issues with glReadPixels() that in
practice was erroneously affected by some GL states. If those kind of
issues are still a thing, it might be necessary to reintroduce some
limited state reset, possibly tied to a quirk.
dlls/wined3d/surface.c