wined3d: Apply clear state after depth / stencil setup in device_clear_render_targets().

This commit is contained in:
Henri Verbeet 2011-07-31 17:33:41 +02:00 committed by Alexandre Julliard
parent 03eb6a4aa6
commit 4428bda4a1
1 changed files with 16 additions and 16 deletions

View File

@ -680,13 +680,6 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
return WINED3D_OK; return WINED3D_OK;
} }
if (!context_apply_clear_state(context, device, rt_count, fb))
{
context_release(context);
WARN("Failed to apply clear state, skipping clear.\n");
return WINED3D_OK;
}
if (target) if (target)
{ {
render_offscreen = context->render_offscreen; render_offscreen = context->render_offscreen;
@ -699,6 +692,22 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
drawable_height = fb->depth_stencil->pow2Height; drawable_height = fb->depth_stencil->pow2Height;
} }
if (flags & WINED3DCLEAR_ZBUFFER)
{
DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
device_switch_onscreen_ds(device, context, fb->depth_stencil);
prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
}
if (!context_apply_clear_state(context, device, rt_count, fb))
{
context_release(context);
WARN("Failed to apply clear state, skipping clear.\n");
return WINED3D_OK;
}
ENTER_GL(); ENTER_GL();
/* Only set the values up once, as they are not changing. */ /* Only set the values up once, as they are not changing. */
@ -718,15 +727,6 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
if (flags & WINED3DCLEAR_ZBUFFER) if (flags & WINED3DCLEAR_ZBUFFER)
{ {
DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
{
LEAVE_GL();
device_switch_onscreen_ds(device, context, fb->depth_stencil);
ENTER_GL();
}
prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE); surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);