wined3d: Apply clear state after depth / stencil setup in device_clear_render_targets().
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03eb6a4aa6
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@ -680,13 +680,6 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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if (!context_apply_clear_state(context, device, rt_count, fb))
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{
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context_release(context);
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WARN("Failed to apply clear state, skipping clear.\n");
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return WINED3D_OK;
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}
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if (target)
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if (target)
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{
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{
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render_offscreen = context->render_offscreen;
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render_offscreen = context->render_offscreen;
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@ -699,6 +692,22 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
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drawable_height = fb->depth_stencil->pow2Height;
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drawable_height = fb->depth_stencil->pow2Height;
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}
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}
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if (flags & WINED3DCLEAR_ZBUFFER)
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{
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DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
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if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
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device_switch_onscreen_ds(device, context, fb->depth_stencil);
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prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
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}
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if (!context_apply_clear_state(context, device, rt_count, fb))
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{
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context_release(context);
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WARN("Failed to apply clear state, skipping clear.\n");
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return WINED3D_OK;
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}
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ENTER_GL();
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ENTER_GL();
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/* Only set the values up once, as they are not changing. */
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/* Only set the values up once, as they are not changing. */
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@ -718,15 +727,6 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
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if (flags & WINED3DCLEAR_ZBUFFER)
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if (flags & WINED3DCLEAR_ZBUFFER)
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{
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{
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DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
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if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
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{
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LEAVE_GL();
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device_switch_onscreen_ds(device, context, fb->depth_stencil);
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ENTER_GL();
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}
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prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
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surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
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surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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