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wine
wine-winehq
Commits
49c4623b
Commit
49c4623b
authored
Apr 15, 2012
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 16, 2012
Browse files
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Plain Diff
wined3d: device_clear_render_targets() never fails.
parent
3ba95e2f
Show whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
13 additions
and
13 deletions
+13
-13
device.c
dlls/wined3d/device.c
+6
-8
surface.c
dlls/wined3d/surface.c
+6
-4
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/device.c
View file @
49c4623b
...
@@ -637,7 +637,7 @@ static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context
...
@@ -637,7 +637,7 @@ static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context
}
}
/* Do not call while under the GL lock. */
/* Do not call while under the GL lock. */
HRESULT
device_clear_render_targets
(
struct
wined3d_device
*
device
,
UINT
rt_count
,
const
struct
wined3d_fb_state
*
fb
,
void
device_clear_render_targets
(
struct
wined3d_device
*
device
,
UINT
rt_count
,
const
struct
wined3d_fb_state
*
fb
,
UINT
rect_count
,
const
RECT
*
rects
,
const
RECT
*
draw_rect
,
DWORD
flags
,
const
struct
wined3d_color
*
color
,
UINT
rect_count
,
const
RECT
*
rects
,
const
RECT
*
draw_rect
,
DWORD
flags
,
const
struct
wined3d_color
*
color
,
float
depth
,
DWORD
stencil
)
float
depth
,
DWORD
stencil
)
{
{
...
@@ -673,7 +673,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
...
@@ -673,7 +673,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
{
{
context_release
(
context
);
context_release
(
context
);
WARN
(
"Invalid context, skipping clear.
\n
"
);
WARN
(
"Invalid context, skipping clear.
\n
"
);
return
WINED3D_OK
;
return
;
}
}
if
(
target
)
if
(
target
)
...
@@ -702,7 +702,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
...
@@ -702,7 +702,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
{
{
context_release
(
context
);
context_release
(
context
);
WARN
(
"Failed to apply clear state, skipping clear.
\n
"
);
WARN
(
"Failed to apply clear state, skipping clear.
\n
"
);
return
WINED3D_OK
;
return
;
}
}
ENTER_GL
();
ENTER_GL
();
...
@@ -819,8 +819,6 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
...
@@ -819,8 +819,6 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
wglFlush
();
/* Flush to ensure ordering across contexts. */
wglFlush
();
/* Flush to ensure ordering across contexts. */
context_release
(
context
);
context_release
(
context
);
return
WINED3D_OK
;
}
}
ULONG
CDECL
wined3d_device_incref
(
struct
wined3d_device
*
device
)
ULONG
CDECL
wined3d_device_incref
(
struct
wined3d_device
*
device
)
...
@@ -3958,10 +3956,10 @@ HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_cou
...
@@ -3958,10 +3956,10 @@ HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_cou
}
}
wined3d_get_draw_rect
(
&
device
->
stateBlock
->
state
,
&
draw_rect
);
wined3d_get_draw_rect
(
&
device
->
stateBlock
->
state
,
&
draw_rect
);
device_clear_render_targets
(
device
,
device
->
adapter
->
gl_info
.
limits
.
buffers
,
&
device
->
fb
,
rect_count
,
rects
,
&
draw_rect
,
flags
,
color
,
depth
,
stencil
);
return
device_clear_render_targets
(
device
,
device
->
adapter
->
gl_info
.
limits
.
buffers
,
return
WINED3D_OK
;
&
device
->
fb
,
rect_count
,
rects
,
&
draw_rect
,
flags
,
color
,
depth
,
stencil
);
}
}
void
CDECL
wined3d_device_set_primitive_type
(
struct
wined3d_device
*
device
,
void
CDECL
wined3d_device_set_primitive_type
(
struct
wined3d_device
*
device
,
...
...
dlls/wined3d/surface.c
View file @
49c4623b
...
@@ -6447,8 +6447,9 @@ static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d
...
@@ -6447,8 +6447,9 @@ static HRESULT ffp_blit_color_fill(struct wined3d_device *device, struct wined3d
const
RECT
draw_rect
=
{
0
,
0
,
dst_surface
->
resource
.
width
,
dst_surface
->
resource
.
height
};
const
RECT
draw_rect
=
{
0
,
0
,
dst_surface
->
resource
.
width
,
dst_surface
->
resource
.
height
};
struct
wined3d_fb_state
fb
=
{
&
dst_surface
,
NULL
};
struct
wined3d_fb_state
fb
=
{
&
dst_surface
,
NULL
};
return
device_clear_render_targets
(
device
,
1
,
&
fb
,
device_clear_render_targets
(
device
,
1
,
&
fb
,
1
,
dst_rect
,
&
draw_rect
,
WINED3DCLEAR_TARGET
,
color
,
0
.
0
f
,
0
);
1
,
dst_rect
,
&
draw_rect
,
WINED3DCLEAR_TARGET
,
color
,
0
.
0
f
,
0
);
return
WINED3D_OK
;
}
}
/* Do not call while under the GL lock. */
/* Do not call while under the GL lock. */
...
@@ -6458,8 +6459,9 @@ static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
...
@@ -6458,8 +6459,9 @@ static HRESULT ffp_blit_depth_fill(struct wined3d_device *device,
const
RECT
draw_rect
=
{
0
,
0
,
surface
->
resource
.
width
,
surface
->
resource
.
height
};
const
RECT
draw_rect
=
{
0
,
0
,
surface
->
resource
.
width
,
surface
->
resource
.
height
};
struct
wined3d_fb_state
fb
=
{
NULL
,
surface
};
struct
wined3d_fb_state
fb
=
{
NULL
,
surface
};
return
device_clear_render_targets
(
device
,
0
,
&
fb
,
device_clear_render_targets
(
device
,
0
,
&
fb
,
1
,
rect
,
&
draw_rect
,
WINED3DCLEAR_ZBUFFER
,
0
,
depth
,
0
);
1
,
rect
,
&
draw_rect
,
WINED3DCLEAR_ZBUFFER
,
0
,
depth
,
0
);
return
WINED3D_OK
;
}
}
const
struct
blit_shader
ffp_blit
=
{
const
struct
blit_shader
ffp_blit
=
{
...
...
dlls/wined3d/wined3d_private.h
View file @
49c4623b
...
@@ -1788,7 +1788,7 @@ struct wined3d_device
...
@@ -1788,7 +1788,7 @@ struct wined3d_device
struct
list
patches
[
PATCHMAP_SIZE
];
struct
list
patches
[
PATCHMAP_SIZE
];
};
};
HRESULT
device_clear_render_targets
(
struct
wined3d_device
*
device
,
UINT
rt_count
,
const
struct
wined3d_fb_state
*
fb
,
void
device_clear_render_targets
(
struct
wined3d_device
*
device
,
UINT
rt_count
,
const
struct
wined3d_fb_state
*
fb
,
UINT
rect_count
,
const
RECT
*
rects
,
const
RECT
*
draw_rect
,
DWORD
flags
,
UINT
rect_count
,
const
RECT
*
rects
,
const
RECT
*
draw_rect
,
DWORD
flags
,
const
struct
wined3d_color
*
color
,
float
depth
,
DWORD
stencil
)
DECLSPEC_HIDDEN
;
const
struct
wined3d_color
*
color
,
float
depth
,
DWORD
stencil
)
DECLSPEC_HIDDEN
;
BOOL
device_context_add
(
struct
wined3d_device
*
device
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
BOOL
device_context_add
(
struct
wined3d_device
*
device
,
struct
wined3d_context
*
context
)
DECLSPEC_HIDDEN
;
...
...
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