Commit 718c6149 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Pass a struct wined3d_fb_state * to context_apply_clear_state.

parent 053071e3
......@@ -2083,19 +2083,20 @@ static BOOL context_validate_rt_config(UINT rt_count,
/* Context activation is done by the caller. */
BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
UINT rt_count, struct wined3d_surface **rts, struct wined3d_surface *depth_stencil)
UINT rt_count, const struct wined3d_fb_state *fb)
{
const struct StateEntry *state_table = device->StateTable;
DWORD rt_mask = 0;
UINT i;
struct wined3d_surface **rts = fb->render_targets;
if (!context_validate_rt_config(rt_count, rts, depth_stencil))
if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
return FALSE;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
context_validate_onscreen_formats(device, context, depth_stencil);
context_validate_onscreen_formats(device, context, fb->depth_stencil);
ENTER_GL();
......@@ -2112,7 +2113,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
context->blit_targets[i] = NULL;
++i;
}
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, depth_stencil, SFLAG_INTEXTURE);
context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil, SFLAG_INTEXTURE);
glReadBuffer(GL_NONE);
checkGLcall("glReadBuffer");
}
......@@ -2124,7 +2125,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
LEAVE_GL();
/* TODO: This is not necessary if the rts are the device's current targets */
/* TODO: This is not necessary if the framebuffer is the device's current framebuffer */
context_invalidate_state(context, STATE_FRAMEBUFFER, device->StateTable);
}
else
......
......@@ -685,7 +685,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
return WINED3D_OK;
}
if (!context_apply_clear_state(context, device, rt_count, fb->render_targets, fb->depth_stencil))
if (!context_apply_clear_state(context, device, rt_count, fb))
{
context_release(context);
WARN("Failed to apply clear state, skipping clear.\n");
......
......@@ -1130,6 +1130,12 @@ struct wined3d_context
GLuint dummy_arbfp_prog;
};
struct wined3d_fb_state
{
struct wined3d_surface **render_targets;
struct wined3d_surface *depth_stencil;
};
typedef void (*APPLYSTATEFUNC)(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *ctx);
struct StateEntry
......@@ -1223,7 +1229,7 @@ void context_alloc_occlusion_query(struct wined3d_context *context,
struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
void context_apply_blit_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
UINT rt_count, struct wined3d_surface **rts, struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
......@@ -1613,12 +1619,6 @@ void wined3d_unregister_window(HWND window) DECLSPEC_HIDDEN;
/* Multithreaded flag. Removed from the public header to signal that IWineD3D::CreateDevice ignores it */
#define WINED3DCREATE_MULTITHREADED 0x00000004
struct wined3d_fb_state
{
struct wined3d_surface **render_targets;
struct wined3d_surface *depth_stencil;
};
struct wined3d_device
{
LONG ref;
......
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