wined3d: Set isInDraw later in drawPrimitive.

This should fix the problem that in LoadLocation SFLAG_INTEXTURE path gl calls 
can be made without activating context, due to isInDraw checks.
This commit is contained in:
Alexander Dorofeyev 2008-04-08 00:42:39 +03:00 committed by Alexandre Julliard
parent e7311f0aa4
commit 7c8b8e0a93

View file

@ -986,9 +986,6 @@ void drawPrimitive(IWineD3DDevice *iface,
if (NumPrimitives == 0) return;
/* Signals other modules that a drawing is in progress and the stateblock finalized */
This->isInDraw = TRUE;
/* Invalidate the back buffer memory so LockRect will read it the next time */
for(i = 0; i < GL_LIMITS(buffers); i++) {
target = (IWineD3DSurfaceImpl *) This->render_targets[i];
@ -1032,6 +1029,9 @@ void drawPrimitive(IWineD3DDevice *iface,
}
}
/* Signals other modules that a drawing is in progress and the stateblock finalized */
This->isInDraw = TRUE;
/* Ok, we will be updating the screen from here onwards so grab the lock */
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {