Stefan Dösinger : wined3d: Ignore clears when the framebuffer setup is broken.

Alexandre Julliard julliard at winehq.org
Wed Mar 16 12:22:40 CDT 2011


Module: wine
Branch: master
Commit: 38c213ecda04b8b78278481fa47e47c3da8f1857
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=38c213ecda04b8b78278481fa47e47c3da8f1857

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Fri Mar 11 11:15:25 2011 +0100

wined3d: Ignore clears when the framebuffer setup is broken.

---

 dlls/wined3d/device.c |   21 +++++++++++++++++----
 1 files changed, 17 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 735cbca..be6f900 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4780,11 +4780,24 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD rect
     TRACE("iface %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
             iface, rect_count, rects, flags, color, depth, stencil);
 
-    if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && !device->depth_stencil)
+    if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
     {
-        WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
-        /* TODO: What about depth stencil buffers without stencil bits? */
-        return WINED3DERR_INVALIDCALL;
+        IWineD3DSurfaceImpl *ds = device->depth_stencil;
+        if (!ds)
+        {
+            WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
+            /* TODO: What about depth stencil buffers without stencil bits? */
+            return WINED3DERR_INVALIDCALL;
+        }
+        else if (flags & WINED3DCLEAR_TARGET)
+        {
+            if(ds->resource.width < device->render_targets[0]->resource.width ||
+               ds->resource.height < device->render_targets[0]->resource.height)
+            {
+                WARN("Silently ignoring depth and target clear with mismatching sizes\n");
+                return WINED3D_OK;
+            }
+        }
     }
 
     device_get_draw_rect(device, &draw_rect);




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