Henri Verbeet : wined3d: glColorMask() changes the write mask for all render targets.
Alexandre Julliard
julliard at winehq.org
Fri Mar 26 12:11:49 CDT 2010
Module: wine
Branch: master
Commit: d5ff1e640c51c707161a2ae72b55e998a6322bb7
URL: http://source.winehq.org/git/wine.git/?a=commit;h=d5ff1e640c51c707161a2ae72b55e998a6322bb7
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Mar 25 22:51:22 2010 +0100
wined3d: glColorMask() changes the write mask for all render targets.
---
dlls/wined3d/context.c | 3 +++
dlls/wined3d/device.c | 6 ++++++
2 files changed, 9 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index aa53d3e..15a8f77 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1756,6 +1756,9 @@ static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *conte
glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
checkGLcall("glColorMask");
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
+ Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
+ Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
+ Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
if (gl_info->supported[EXT_SECONDARY_COLOR])
{
glDisable(GL_COLOR_SUM_EXT);
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index a6ba6a3..922b20a 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4421,6 +4421,9 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glClearColor(D3DCOLOR_R(Color), D3DCOLOR_G(Color), D3DCOLOR_B(Color), D3DCOLOR_A(Color));
checkGLcall("glClearColor");
glMask = glMask | GL_COLOR_BUFFER_BIT;
@@ -5483,6 +5486,9 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glClearColor(color[0], color[1], color[2], color[3]);
glClear(GL_COLOR_BUFFER_BIT);
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