Commit 99da6642 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Use draw_binding in device_clear_render_targets().

parent 317d76ab
......@@ -668,7 +668,9 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
{
for (i = 0; i < rt_count; ++i)
{
if (fb->render_targets[i]) surface_load_location(fb->render_targets[i], SFLAG_INDRAWABLE, NULL);
struct wined3d_surface *rt = fb->render_targets[i];
if (rt)
surface_load_location(rt, rt->draw_binding, NULL);
}
}
......@@ -727,7 +729,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
if (flags & WINED3DCLEAR_ZBUFFER)
{
surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
surface_modify_location(fb->depth_stencil, fb->depth_stencil->draw_binding, TRUE);
glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
......@@ -740,7 +742,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
{
for (i = 0; i < rt_count; ++i)
{
if (fb->render_targets[i]) surface_modify_location(fb->render_targets[i], SFLAG_INDRAWABLE, TRUE);
struct wined3d_surface *rt = fb->render_targets[i];
if (rt)
surface_modify_location(rt, rt->draw_binding, TRUE);
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
......
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