[PATCH 7/7] wined3d: Use wined3d_texture_prepare_location() in device_clear_render_targets().
Henri Verbeet
hverbeet at codeweavers.com
Wed Apr 20 12:29:15 CDT 2016
From: Stefan Dösinger <stefan at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/device.c | 14 ++++++++------
1 file changed, 8 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index c44e911..ddd2d83 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -292,8 +292,8 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
float depth, DWORD stencil)
{
struct wined3d_surface *target = rt_count ? wined3d_rendertarget_view_get_surface(fb->render_targets[0]) : NULL;
- struct wined3d_surface *depth_stencil = fb->depth_stencil
- ? wined3d_rendertarget_view_get_surface(fb->depth_stencil) : NULL;
+ struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
+ struct wined3d_surface *depth_stencil = dsv ? wined3d_rendertarget_view_get_surface(dsv) : NULL;
const struct wined3d_state *state = &device->state;
const struct wined3d_gl_info *gl_info;
UINT drawable_width, drawable_height;
@@ -331,7 +331,8 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
surface_load_location(rt, context, rtv->resource->draw_binding);
else
- wined3d_surface_prepare(rt, context, rtv->resource->draw_binding);
+ wined3d_texture_prepare_location(rt->container, rtv->sub_resource_idx,
+ context, rtv->resource->draw_binding);
}
}
@@ -350,11 +351,12 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
}
if (depth_stencil && render_offscreen)
- wined3d_surface_prepare(depth_stencil, context, depth_stencil->container->resource.draw_binding);
+ wined3d_texture_prepare_location(depth_stencil->container,
+ dsv->sub_resource_idx, context, dsv->resource->draw_binding);
if (flags & WINED3DCLEAR_ZBUFFER)
{
- DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
+ DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
if (!render_offscreen && depth_stencil != device->onscreen_depth_stencil)
device_switch_onscreen_ds(device, context, depth_stencil);
@@ -386,7 +388,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
if (flags & WINED3DCLEAR_ZBUFFER)
{
- DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
+ DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
surface_modify_ds_location(depth_stencil, location, ds_rect.right, ds_rect.bottom);
--
2.1.4
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