if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && oldRenderOffscreen) {
set_render_target_fbo((IWineD3DDevice *) This, 0, target);
}
IWineD3DSwapChain_Release(swapchain);
ERR("(%p)\n");
if(oldRenderOffscreen) {
Context_MarkStateDirty(context, WINED3DRS_CULLMODE);
.
.
.It seems that it gets from the above ERR to ERR bla0. But it doesnt reach bla1.
.
.
.
.
.
if (readTexture) {
/* Do that before switching the context:
* Read the back buffer of the old drawable into the destination texture
*/
ERR("bla0\n");
IWineD3DSurface_SetPBufferState(This->lastActiveRenderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
ERR("bla1\n");
IWineD3DSurface_AddDirtyRect(This->lastActiveRenderTarget, NULL);
ERR("bla2\n");
IWineD3DSurface_PreLoad(This->lastActiveRenderTarget);
ERR("bla3\n");
IWineD3DSurface_SetPBufferState(This->lastActiveRenderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
ERR("bla4\n");
}