[PATCH 2/5] wined3d: Just set the first render target to NULL in wined3d_device_reset().
Henri Verbeet
hverbeet at codeweavers.com
Fri Sep 13 03:18:10 CDT 2013
---
dlls/wined3d/device.c | 8 +++-----
1 file changed, 3 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 046f5fd..561525b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4704,14 +4704,12 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
if (device->fb.render_targets)
{
- if (swapchain->back_buffers && swapchain->back_buffers[0])
- wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
- else
- wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
- for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
+ for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
{
wined3d_device_set_render_target(device, i, NULL, FALSE);
}
+ if (swapchain->back_buffers && swapchain->back_buffers[0])
+ wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
}
wined3d_device_set_depth_stencil(device, NULL);
--
1.7.10.4
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