wined3d: Use surface_color_fill() in IWineD3DDeviceImpl_ClearRendertargetView().
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@ -5518,7 +5518,6 @@ static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *ifac
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IWineD3DRendertargetView *rendertarget_view, const WINED3DCOLORVALUE *color)
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IWineD3DRendertargetView *rendertarget_view, const WINED3DCOLORVALUE *color)
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{
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{
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IWineD3DResource *resource;
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IWineD3DResource *resource;
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IWineD3DSurfaceImpl *surface;
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HRESULT hr;
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HRESULT hr;
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hr = IWineD3DRendertargetView_GetResource(rendertarget_view, &resource);
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hr = IWineD3DRendertargetView_GetResource(rendertarget_view, &resource);
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@ -5535,30 +5534,8 @@ static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *ifac
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return;
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return;
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}
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}
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surface = (IWineD3DSurfaceImpl *)resource;
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hr = surface_color_fill((IWineD3DSurfaceImpl *)resource, NULL, color);
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if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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const RECT draw_rect = {0, 0, surface->currentDesc.Width, surface->currentDesc.Height};
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device_clear_render_targets((IWineD3DDeviceImpl *)iface, 1, &surface,
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0, NULL, &draw_rect, WINED3DCLEAR_TARGET, color, 0.0f, 0);
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}
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else
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{
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WINEDDBLTFX BltFx;
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/* Just forward this to the DirectDraw blitting engine */
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memset(&BltFx, 0, sizeof(BltFx));
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BltFx.dwSize = sizeof(BltFx);
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BltFx.u5.dwFillColor = wined3d_format_convert_from_float(surface->resource.format_desc, color);
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hr = IWineD3DSurface_Blt((IWineD3DSurface *)surface, NULL, NULL, NULL,
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WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
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if (FAILED(hr))
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{
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ERR("Blt failed, hr %#x\n", hr);
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}
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}
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IWineD3DResource_Release(resource);
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IWineD3DResource_Release(resource);
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}
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}
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