wined3d: Clear dirty flags after calling all the state handlers in context_apply_draw_state().
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3944,11 +3944,12 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
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unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
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unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
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state_table[state_id].apply(context, state, state_id);
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state_table[state_id].apply(context, state, state_id);
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context->dirty_graphics_states[i] &= ~(1u << (state_id - base));
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}
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}
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base += sizeof(dirty_mask) * CHAR_BIT;
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base += sizeof(dirty_mask) * CHAR_BIT;
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}
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}
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memset(context->dirty_graphics_states, 0, sizeof(context->dirty_graphics_states));
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if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
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if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
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{
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{
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device->shader_backend->shader_select(device->shader_priv, context, state);
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device->shader_backend->shader_select(device->shader_priv, context, state);
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