[PATCH 2/5] wined3d: Use wined3d_texture_load_location() in device_clear_render_targets().
Henri Verbeet
hverbeet at codeweavers.com
Tue Aug 2 05:26:30 CDT 2016
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/device.c | 10 +++++-----
1 file changed, 5 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index bb3a23b..f88882c 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -324,15 +324,15 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
for (i = 0; i < rt_count; ++i)
{
struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
- struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(rtv);
- if (rt && rtv->format->id != WINED3DFMT_NULL)
+ if (rtv && rtv->format->id != WINED3DFMT_NULL)
{
+ struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
+
if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
- surface_load_location(rt, context, rtv->resource->draw_binding);
+ wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
else
- wined3d_texture_prepare_location(rt->container, rtv->sub_resource_idx,
- context, rtv->resource->draw_binding);
+ wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
}
}
--
2.1.4
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