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wine
wine-winehq
Commits
8de7d2ed
Commit
8de7d2ed
authored
May 04, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
May 05, 2010
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Plain Diff
wined3d: Use context_apply_clear_state() in color_fill_fbo().
parent
ed75f5ca
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1 changed file
with
8 additions
and
26 deletions
+8
-26
device.c
dlls/wined3d/device.c
+8
-26
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dlls/wined3d/device.c
View file @
8de7d2ed
...
...
@@ -5487,42 +5487,24 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurfaceImpl *surface,
if
(
rect
)
IWineD3DSurface_LoadLocation
((
IWineD3DSurface
*
)
surface
,
SFLAG_INDRAWABLE
,
NULL
);
IWineD3DSurface_ModifyLocation
((
IWineD3DSurface
*
)
surface
,
SFLAG_INDRAWABLE
,
TRUE
);
if
(
!
surface_is_offscreen
(
surface
))
{
TRACE
(
"Surface %p is onscreen
\n
"
,
surface
);
context
=
context_acquire
(
This
,
surface
);
ENTER_GL
();
context_bind_fbo
(
context
,
GL_FRAMEBUFFER
,
NULL
);
context_set_draw_buffer
(
context
,
surface_get_gl_buffer
(
surface
));
}
else
{
TRACE
(
"Surface %p is offscreen
\n
"
,
surface
);
context
=
context_acquire
(
This
,
surface
);
context_apply_clear_state
(
context
,
This
,
surface
,
NULL
);
context
=
context_acquire
(
This
,
NULL
);
ENTER_GL
();
context_bind_fbo
(
context
,
GL_FRAMEBUFFER
,
&
context
->
dst_fbo
);
context_attach_surface_fbo
(
context
,
GL_FRAMEBUFFER
,
0
,
surface
);
context_attach_depth_stencil_fbo
(
context
,
GL_FRAMEBUFFER
,
NULL
,
FALSE
);
}
ENTER_GL
();
if
(
rect
)
{
glEnable
(
GL_SCISSOR_TEST
);
if
(
rect
)
{
if
(
surface_is_offscreen
(
surface
))
glScissor
(
rect
->
x1
,
rect
->
y1
,
rect
->
x2
-
rect
->
x1
,
rect
->
y2
-
rect
->
y1
);
else
glScissor
(
rect
->
x1
,
surface
->
currentDesc
.
Height
-
rect
->
y2
,
rect
->
x2
-
rect
->
x1
,
rect
->
y2
-
rect
->
y1
);
checkGLcall
(
"glScissor"
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_SCISSORRECT
);
}
else
{
}
else
{
glDisable
(
GL_SCISSOR_TEST
);
}
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_SCISSORTESTENABLE
));
glDisable
(
GL_BLEND
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_ALPHABLENDENABLE
));
glColorMask
(
GL_TRUE
,
GL_TRUE
,
GL_TRUE
,
GL_TRUE
);
IWineD3DDeviceImpl_MarkStateDirty
(
This
,
STATE_RENDER
(
WINED3DRS_COLORWRITEENABLE
));
...
...
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