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wine
wine-winehq
Commits
a1ba5b51
Commit
a1ba5b51
authored
Jul 27, 2011
by
Henri Verbeet
Committed by
Alexandre Julliard
Jul 28, 2011
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Plain Diff
wined3d: Only invalidate state for the current context in device_clear_render_targets().
parent
7e3f85ca
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1 changed file
with
7 additions
and
7 deletions
+7
-7
device.c
dlls/wined3d/device.c
+7
-7
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dlls/wined3d/device.c
View file @
a1ba5b51
...
...
@@ -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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