Henri Verbeet : wined3d: Only invalidate state for the current context in tesselate_rectpatch().
Alexandre Julliard
julliard at winehq.org
Thu Jul 28 13:55:40 CDT 2011
Module: wine
Branch: master
Commit: 7e3f85cab6c2a5111f9f96ca4d9f0f0cafffbd2e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=7e3f85cab6c2a5111f9f96ca4d9f0f0cafffbd2e
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Jul 27 21:13:34 2011 +0200
wined3d: Only invalidate state for the current context in tesselate_rectpatch().
---
dlls/wined3d/drawprim.c | 16 ++++++++--------
1 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index bbcfc59..6133182 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -875,7 +875,7 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
*/
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
- device_invalidate_state(This, STATE_RENDER(WINED3DRS_FILLMODE));
+ context_invalidate_state(context, STATE_RENDER(WINED3DRS_FILLMODE));
if (patch->has_normals)
{
static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
@@ -887,30 +887,30 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
checkGLcall("glEnable(GL_LIGHTING)");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
checkGLcall("glLightModel for MODEL_AMBIENT");
- device_invalidate_state(This, STATE_RENDER(WINED3DRS_AMBIENT));
+ context_invalidate_state(context, STATE_RENDER(WINED3DRS_AMBIENT));
for (i = 3; i < context->gl_info->limits.lights; ++i)
{
glDisable(GL_LIGHT0 + i);
checkGLcall("glDisable(GL_LIGHT0 + i)");
- device_invalidate_state(This, STATE_ACTIVELIGHT(i));
+ context_invalidate_state(context, STATE_ACTIVELIGHT(i));
}
- device_invalidate_state(This, STATE_ACTIVELIGHT(0));
+ context_invalidate_state(context, STATE_ACTIVELIGHT(0));
glLightfv(GL_LIGHT0, GL_DIFFUSE, red);
glLightfv(GL_LIGHT0, GL_SPECULAR, black);
glLightfv(GL_LIGHT0, GL_AMBIENT, black);
glLightfv(GL_LIGHT0, GL_POSITION, red);
glEnable(GL_LIGHT0);
checkGLcall("Setting up light 1");
- device_invalidate_state(This, STATE_ACTIVELIGHT(1));
+ context_invalidate_state(context, STATE_ACTIVELIGHT(1));
glLightfv(GL_LIGHT1, GL_DIFFUSE, green);
glLightfv(GL_LIGHT1, GL_SPECULAR, black);
glLightfv(GL_LIGHT1, GL_AMBIENT, black);
glLightfv(GL_LIGHT1, GL_POSITION, green);
glEnable(GL_LIGHT1);
checkGLcall("Setting up light 2");
- device_invalidate_state(This, STATE_ACTIVELIGHT(2));
+ context_invalidate_state(context, STATE_ACTIVELIGHT(2));
glLightfv(GL_LIGHT2, GL_DIFFUSE, blue);
glLightfv(GL_LIGHT2, GL_SPECULAR, black);
glLightfv(GL_LIGHT2, GL_AMBIENT, black);
@@ -918,8 +918,8 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
glEnable(GL_LIGHT2);
checkGLcall("Setting up light 3");
- device_invalidate_state(This, STATE_MATERIAL);
- device_invalidate_state(This, STATE_RENDER(WINED3DRS_COLORVERTEX));
+ context_invalidate_state(context, STATE_MATERIAL);
+ context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORVERTEX));
glDisable(GL_COLOR_MATERIAL);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
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