wined3d: Use wined3d_texture_load_location() in device_clear_render_targets().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -324,15 +324,15 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
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for (i = 0; i < rt_count; ++i)
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for (i = 0; i < rt_count; ++i)
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{
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{
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struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
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struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
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struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(rtv);
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if (rt && rtv->format->id != WINED3DFMT_NULL)
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if (rtv && rtv->format->id != WINED3DFMT_NULL)
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{
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{
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struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
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if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
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if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
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surface_load_location(rt, context, rtv->resource->draw_binding);
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wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
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else
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else
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wined3d_texture_prepare_location(rt->container, rtv->sub_resource_idx,
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wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
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context, rtv->resource->draw_binding);
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}
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}
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}
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}
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