wined3d: Just mark the stencil write mask dirty in IWineD3DDeviceImpl_ClearSurface().

This commit is contained in:
Henri Verbeet 2010-03-25 09:32:36 +01:00 committed by Alexandre Julliard
parent 1c4e9e6a0e
commit 2e7e118899
1 changed files with 2 additions and 5 deletions

View File

@ -4397,10 +4397,11 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
}
glStencilMask(~0U);
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
glClearStencil(Stencil);
checkGLcall("glClearStencil");
glMask = glMask | GL_STENCIL_BUFFER_BIT;
glStencilMask(0xFFFFFFFF);
}
if (Flags & WINED3DCLEAR_ZBUFFER) {
@ -4484,10 +4485,6 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
}
}
/* Restore the old values (why..?) */
if (Flags & WINED3DCLEAR_STENCIL) {
glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
}
if (Flags & WINED3DCLEAR_TARGET) {
DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,