Henri Verbeet : wined3d: Attach the surfaces from the fbo_entry instead of the ones from the device .

Alexandre Julliard julliard at winehq.org
Tue May 4 13:06:36 CDT 2010


Module: wine
Branch: master
Commit: ff6cf84c40c76cbce3ee0b059c8443b0b177baa5
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=ff6cf84c40c76cbce3ee0b059c8443b0b177baa5

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Mon May  3 22:03:31 2010 +0200

wined3d: Attach the surfaces from the fbo_entry instead of the ones from the device.

Currently these are always the same, but that doesn't make it right.

---

 dlls/wined3d/context.c |   18 +++++++++---------
 1 files changed, 9 insertions(+), 9 deletions(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index d1aa3e9..1d366a7 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -413,16 +413,16 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
         /* Apply render targets */
         for (i = 0; i < gl_info->limits.buffers; ++i)
         {
-            context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, device->render_targets[i]);
+            context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, entry->render_targets[i]);
         }
 
         /* Apply depth targets */
-        if (device->depth_stencil)
+        if (entry->depth_stencil)
         {
-            surface_set_compatible_renderbuffer(device->depth_stencil,
-                    device->render_targets[0]->pow2Width, device->render_targets[0]->pow2Height);
+            surface_set_compatible_renderbuffer(entry->depth_stencil,
+                    entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
         }
-        context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->depth_stencil, TRUE);
+        context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, entry->depth_stencil, TRUE);
 
         entry->attached = TRUE;
     }
@@ -430,11 +430,11 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
     {
         for (i = 0; i < gl_info->limits.buffers; ++i)
         {
-            if (device->render_targets[i])
-                context_apply_attachment_filter_states(device->render_targets[i]);
+            if (entry->render_targets[i])
+                context_apply_attachment_filter_states(entry->render_targets[i]);
         }
-        if (device->depth_stencil)
-            context_apply_attachment_filter_states(device->depth_stencil);
+        if (entry->depth_stencil)
+            context_apply_attachment_filter_states(entry->depth_stencil);
     }
 
     for (i = 0; i < gl_info->limits.buffers; ++i)




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