=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: wined3d: Fix draw calls when first render target is NULL.

Alexandre Julliard julliard at winehq.org
Fri Mar 2 12:16:44 CST 2018


Module: wine
Branch: master
Commit: 53639b04ebd0a80b30dbd304489d59b88710d58c
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=53639b04ebd0a80b30dbd304489d59b88710d58c

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Thu Mar  1 19:36:54 2018 +0100

wined3d: Fix draw calls when first render target is NULL.

In Direct3D 10+, the render target at index 0 can be set to NULL.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/context.c | 21 ++++++++++++---------
 1 file changed, 12 insertions(+), 9 deletions(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index c73e4d1..c9efad0 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -3168,6 +3168,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
 {
     DWORD rt_mask = find_draw_buffers_mask(context, state);
     const struct wined3d_fb_state *fb = state->fb;
+    DWORD color_location = 0;
     DWORD *cur_mask;
 
     if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
@@ -3184,18 +3185,20 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat
             memset(context->blit_targets, 0, sizeof(context->blit_targets));
             for (i = 0; i < context->gl_info->limits.buffers; ++i)
             {
-                if (fb->render_targets[i])
-                {
-                    context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view;
-                    context->blit_targets[i].resource = fb->render_targets[i]->resource;
-                    context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx;
-                    context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count;
-                }
+                if (!fb->render_targets[i])
+                    continue;
+
+                context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view;
+                context->blit_targets[i].resource = fb->render_targets[i]->resource;
+                context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx;
+                context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count;
+
+                if (!color_location)
+                    color_location = fb->render_targets[i]->resource->draw_binding;
             }
             context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets,
                     wined3d_rendertarget_view_get_surface(fb->depth_stencil),
-                    fb->render_targets[0] ? fb->render_targets[0]->resource->draw_binding : 0,
-                    fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
+                    color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0);
         }
     }
 




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