[PATCH 2/5] wined3d: Use the depth/stencil view to acquire a context for depth-only draws.
Henri Verbeet
hverbeet at codeweavers.com
Tue Jan 24 15:15:25 CST 2017
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/drawprim.c | 9 +++++----
1 file changed, 5 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index ebccb1d..9be696b 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -414,8 +414,8 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
const struct wined3d_fb_state *fb = state->fb;
const struct wined3d_stream_info *stream_info;
struct wined3d_event_query *ib_query = NULL;
+ struct wined3d_rendertarget_view *dsv, *rtv;
struct wined3d_stream_info si_emulated;
- struct wined3d_rendertarget_view *dsv;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
unsigned int i, idx_size = 0;
@@ -425,7 +425,9 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
if (!index_count)
return;
- context = context_acquire(device, wined3d_rendertarget_view_get_surface(fb->render_targets[0]));
+ if (!(rtv = fb->render_targets[0]))
+ rtv = fb->depth_stencil;
+ context = context_acquire(device, wined3d_rendertarget_view_get_surface(rtv));
if (!context->valid)
{
context_release(context);
@@ -436,10 +438,9 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
for (i = 0; i < gl_info->limits.buffers; ++i)
{
- struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
struct wined3d_texture *rt;
- if (!rtv || rtv->format->id == WINED3DFMT_NULL)
+ if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
continue;
rt = wined3d_texture_from_resource(rtv->resource);
--
2.1.4
More information about the wine-patches
mailing list