Commit a1ba5b51 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Only invalidate state for the current context in device_clear_render_targets().

parent 7e3f85ca
......@@ -707,10 +707,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
}
glStencilMask(~0U);
device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
glClearStencil(stencil);
checkGLcall("glClearStencil");
clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
......@@ -730,7 +730,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
glDepthMask(GL_TRUE);
device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
glClearDepth(depth);
checkGLcall("glClearDepth");
clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
......@@ -744,10 +744,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
glClearColor(color->r, color->g, color->b, color->a);
checkGLcall("glClearColor");
clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
......
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