[PATCH 4/5] wined3d: Use glClearDepthf() when available.

Matteo Bruni mbruni at codeweavers.com
Wed Nov 25 11:11:29 CST 2020


Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
 dlls/wined3d/texture.c | 5 ++++-
 1 file changed, 4 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 2f42a41754f..41e4415f13f 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -5398,7 +5398,10 @@ static void ffp_blitter_clear_rendertargets(struct wined3d_device *device, unsig
     {
         gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
         context_invalidate_state(context, STATE_DEPTH_STENCIL);
-        gl_info->gl_ops.gl.p_glClearDepth(depth);
+        if (gl_info->supported[ARB_ES2_COMPATIBILITY])
+            GL_EXTCALL(glClearDepthf(depth));
+        else
+            gl_info->gl_ops.gl.p_glClearDepth(depth);
         checkGLcall("glClearDepth");
         clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
     }
-- 
2.26.2




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