[PATCH 1/6] d2d1: Use default NULL argument in SetBlendState call
Daniel Ansorregui
mailszeros at gmail.com
Mon Oct 15 14:17:15 CDT 2018
Signed-off-by: Daniel Ansorregui <mailszeros at gmail.com>
---
dlls/d2d1/device.c | 4 +---
1 file changed, 1 insertion(+), 3 deletions(-)
diff --git a/dlls/d2d1/device.c b/dlls/d2d1/device.c
index ff5caac5d8..2593413661 100644
--- a/dlls/d2d1/device.c
+++ b/dlls/d2d1/device.c
@@ -131,8 +131,6 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
D3D10_VIEWPORT vp;
HRESULT hr;
- static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
-
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = render_target->pixel_size.width;
@@ -180,7 +178,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D10Device_OMSetRenderTargets(device, 1, &render_target->target->rtv, NULL);
if (brush)
{
- ID3D10Device_OMSetBlendState(device, render_target->bs, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
+ ID3D10Device_OMSetBlendState(device, render_target->bs, NULL, D3D10_DEFAULT_SAMPLE_MASK);
d2d_brush_bind_resources(brush, device, 0);
}
if (opacity_brush)
--
2.17.1
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