* FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
* backends.
*/
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
- && surface_can_stretch_rect(Src, This))
+ if (GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) && surface_can_stretch_rect(Src, This))
{
stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
(IWineD3DSurface *)This, &rect, Filter, upsideDown);
Src->palette = This->palette;
}
- if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
- && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
- && surface_can_stretch_rect(Src, This))
+ if (GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) && surface_can_stretch_rect(Src, This)
+ && !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)))
{
TRACE("Using stretch_rect_fbo\n");
/* The source is always a texture, but never the currently active render target, and the texture