wined3d: Use wined3d_texture_load_location() in draw_primitive().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-08-02 12:26:32 +02:00 committed by Alexandre Julliard
parent 887bf43543
commit 4ff6946b61
1 changed files with 13 additions and 14 deletions

View File

@ -438,21 +438,20 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
for (i = 0; i < gl_info->limits.buffers; ++i) for (i = 0; i < gl_info->limits.buffers; ++i)
{ {
struct wined3d_rendertarget_view *rtv = fb->render_targets[i]; struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
struct wined3d_surface *target = wined3d_rendertarget_view_get_surface(rtv); struct wined3d_texture *rt;
if (target && rtv->format->id != WINED3DFMT_NULL) if (!rtv || rtv->format->id == WINED3DFMT_NULL)
continue;
rt = wined3d_texture_from_resource(rtv->resource);
if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
{ {
if (state->render_states[WINED3D_RS_COLORWRITEENABLE]) wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
{ wined3d_texture_invalidate_location(rt, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
surface_load_location(target, context, rtv->resource->draw_binding); }
wined3d_texture_invalidate_location(target->container, else
rtv->sub_resource_idx, ~rtv->resource->draw_binding); {
} wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
else
{
wined3d_texture_prepare_location(target->container, rtv->sub_resource_idx,
context, rtv->resource->draw_binding);
}
} }
} }
@ -482,7 +481,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
IntersectRect(&r, &draw_rect, &current_rect); IntersectRect(&r, &draw_rect, &current_rect);
if (!EqualRect(&r, &draw_rect)) if (!EqualRect(&r, &draw_rect))
surface_load_location(ds, context, location); wined3d_texture_load_location(ds->container, dsv->sub_resource_idx, context, location);
else else
wined3d_texture_prepare_location(ds->container, dsv->sub_resource_idx, context, location); wined3d_texture_prepare_location(ds->container, dsv->sub_resource_idx, context, location);
} }