wined3d: Move depth stencil location handling code up a couple of lines.

This is just for clarity, so that render targets and the depth stencil are
handled in the same place.
This commit is contained in:
H. Verbeet 2008-08-21 18:23:32 +02:00 committed by Alexandre Julliard
parent 1cbd1c2bf3
commit 2f99bcdde2
1 changed files with 7 additions and 7 deletions

View File

@ -5,7 +5,7 @@
* Copyright 2002-2004 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2006 Henri Verbeet
* Copyright 2006, 2008 Henri Verbeet
* Copyright 2007-2008 Stefan Dösinger for CodeWeavers
*
* This library is free software; you can redistribute it and/or
@ -936,6 +936,12 @@ void drawPrimitive(IWineD3DDevice *iface,
}
}
if (This->stencilBufferTarget) {
DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
surface_load_ds_location(This->stencilBufferTarget, location);
surface_modify_ds_location(This->stencilBufferTarget, location);
}
/* Signals other modules that a drawing is in progress and the stateblock finalized */
This->isInDraw = TRUE;
@ -944,12 +950,6 @@ void drawPrimitive(IWineD3DDevice *iface,
ActivateContext(This, This->render_targets[0], CTXUSAGE_DRAWPRIM);
ENTER_GL();
if (This->stencilBufferTarget) {
DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
surface_load_ds_location(This->stencilBufferTarget, location);
surface_modify_ds_location(This->stencilBufferTarget, location);
}
{
GLenum glPrimType;
BOOL emulation = FALSE;