H. Verbeet : wined3d:
Copy the depth buffer after all dirty states are applied.
Alexandre Julliard
julliard at wine.codeweavers.com
Tue Dec 26 06:49:16 CST 2006
Module: wine
Branch: master
Commit: d6010edee074437335b1b75ce0c89e49a8458299
URL: http://source.winehq.org/git/wine.git/?a=commit;h=d6010edee074437335b1b75ce0c89e49a8458299
Author: H. Verbeet <hverbeet at gmail.com>
Date: Mon Dec 25 17:12:45 2006 +0100
wined3d: Copy the depth buffer after all dirty states are applied.
---
dlls/wined3d/drawprim.c | 18 +++++++++---------
1 files changed, 9 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index a050bb2..a1992c4 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -1949,15 +1949,6 @@ void drawPrimitive(IWineD3DDevice *iface
BOOL lighting_changed, lighting_original = FALSE;
- if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
- check_fbo_status(iface);
- }
-
- if (This->depth_copy_state == WINED3D_DCS_COPY) {
- depth_copy(iface);
- }
- This->depth_copy_state = WINED3D_DCS_INITIAL;
-
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders */
if (This->vs_selected_mode != SHADER_NONE && This->stateBlock->vertexShader &&
@@ -1990,6 +1981,15 @@ void drawPrimitive(IWineD3DDevice *iface
}
This->numDirtyEntries = 0; /* This makes the whole list clean */
+ if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
+ check_fbo_status(iface);
+ }
+
+ if (This->depth_copy_state == WINED3D_DCS_COPY) {
+ depth_copy(iface);
+ }
+ This->depth_copy_state = WINED3D_DCS_INITIAL;
+
if(DrawPrimStrideData) {
/* Note: this is a ddraw fixed-function code path */
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