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"); }