Henri Verbeet : wined3d: Attach the surfaces from the fbo_entry instead of the ones from the device .
Alexandre Julliard
julliard at winehq.org
Tue May 4 13:06:36 CDT 2010
Module: wine
Branch: master
Commit: ff6cf84c40c76cbce3ee0b059c8443b0b177baa5
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ff6cf84c40c76cbce3ee0b059c8443b0b177baa5
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon May 3 22:03:31 2010 +0200
wined3d: Attach the surfaces from the fbo_entry instead of the ones from the device.
Currently these are always the same, but that doesn't make it right.
---
dlls/wined3d/context.c | 18 +++++++++---------
1 files changed, 9 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index d1aa3e9..1d366a7 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -413,16 +413,16 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
/* Apply render targets */
for (i = 0; i < gl_info->limits.buffers; ++i)
{
- context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, device->render_targets[i]);
+ context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, entry->render_targets[i]);
}
/* Apply depth targets */
- if (device->depth_stencil)
+ if (entry->depth_stencil)
{
- surface_set_compatible_renderbuffer(device->depth_stencil,
- device->render_targets[0]->pow2Width, device->render_targets[0]->pow2Height);
+ surface_set_compatible_renderbuffer(entry->depth_stencil,
+ entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
}
- context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->depth_stencil, TRUE);
+ context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, entry->depth_stencil, TRUE);
entry->attached = TRUE;
}
@@ -430,11 +430,11 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
{
for (i = 0; i < gl_info->limits.buffers; ++i)
{
- if (device->render_targets[i])
- context_apply_attachment_filter_states(device->render_targets[i]);
+ if (entry->render_targets[i])
+ context_apply_attachment_filter_states(entry->render_targets[i]);
}
- if (device->depth_stencil)
- context_apply_attachment_filter_states(device->depth_stencil);
+ if (entry->depth_stencil)
+ context_apply_attachment_filter_states(entry->depth_stencil);
}
for (i = 0; i < gl_info->limits.buffers; ++i)
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