wined3d: Make sure the FBO doesn't have any depth attachments in color_fill_fbo() and stretch_rect_fbo().
Currently this is already true, but the next patch will break that assumption.
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3d95f5e1c6
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22421b8476
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@ -6156,6 +6156,8 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONS
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TRACE("Surface %p is offscreen\n", surface);
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bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
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attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
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GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
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checkGLcall("glFramebufferRenderbufferEXT");
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}
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if (rect) {
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@ -6611,6 +6613,8 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
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attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
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glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
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checkGLcall("glReadBuffer()");
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GL_EXTCALL(glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
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checkGLcall("glFramebufferRenderbufferEXT");
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}
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LEAVE_GL();
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@ -6646,6 +6650,8 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
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attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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checkGLcall("glDrawBuffer()");
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GL_EXTCALL(glFramebufferRenderbufferEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
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checkGLcall("glFramebufferRenderbufferEXT");
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}
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glDisable(GL_SCISSOR_TEST);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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