[PATCH 3/6] wined3d: Use the same order of operations for depth clears as for stencil clears.
Henri Verbeet
hverbeet at codeweavers.com
Thu Mar 25 03:32:37 CDT 2010
---
dlls/wined3d/device.c | 11 ++++++-----
1 files changed, 6 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index fab9e65..3acbc30 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4404,16 +4404,17 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
glMask = glMask | GL_STENCIL_BUFFER_BIT;
}
- if (Flags & WINED3DCLEAR_ZBUFFER) {
+ if (Flags & WINED3DCLEAR_ZBUFFER)
+ {
DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
+ if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, vp, scissor_rect, clear_rect))
+ surface_load_ds_location(This->stencilBufferTarget, context, location);
+
glDepthMask(GL_TRUE);
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
glClearDepth(Z);
checkGLcall("glClearDepth");
glMask = glMask | GL_DEPTH_BUFFER_BIT;
- IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
-
- if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, vp, scissor_rect, clear_rect))
- surface_load_ds_location(This->stencilBufferTarget, context, location);
}
if (Flags & WINED3DCLEAR_TARGET) {
--
1.6.4.4
More information about the wine-patches
mailing list