Henri Verbeet : wined3d: Only invalidate state for the current context in device_clear_render_targets ().
Alexandre Julliard
julliard at winehq.org
Thu Jul 28 13:55:40 CDT 2011
Module: wine
Branch: master
Commit: a1ba5b5131b7b13ff718bd3b2677b7e2e727f232
URL: http://source.winehq.org/git/wine.git/?a=commit;h=a1ba5b5131b7b13ff718bd3b2677b7e2e727f232
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Jul 27 21:13:35 2011 +0200
wined3d: Only invalidate state for the current context in device_clear_render_targets().
---
dlls/wined3d/device.c | 14 +++++++-------
1 files changed, 7 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index f1901bf..e3e6848 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -707,10 +707,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
- device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
+ context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
}
glStencilMask(~0U);
- device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
+ context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
glClearStencil(stencil);
checkGLcall("glClearStencil");
clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
@@ -730,7 +730,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
glDepthMask(GL_TRUE);
- device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
+ context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
glClearDepth(depth);
checkGLcall("glClearDepth");
clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
@@ -744,10 +744,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
- device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
- device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
- device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
+ context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
+ context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
+ context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
+ context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glClearColor(color->r, color->g, color->b, color->a);
checkGLcall("glClearColor");
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
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