wined3d: Get rid of the redundant state_table parameter to context_invalidate_state().
This commit is contained in:
parent
26cd7b835d
commit
68d692f49c
|
@ -1032,10 +1032,9 @@ static void context_enter(struct wined3d_context *context)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static void context_invalidate_state(struct wined3d_context *context,
|
static void context_invalidate_state(struct wined3d_context *context, DWORD state)
|
||||||
DWORD state, const struct StateEntry *state_table)
|
|
||||||
{
|
{
|
||||||
DWORD rep = state_table[state].representative;
|
DWORD rep = context->state_table[state].representative;
|
||||||
DWORD idx;
|
DWORD idx;
|
||||||
BYTE shift;
|
BYTE shift;
|
||||||
|
|
||||||
|
@ -1355,7 +1354,7 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
|
||||||
for (state = 0; state <= STATE_HIGHEST; ++state)
|
for (state = 0; state <= STATE_HIGHEST; ++state)
|
||||||
{
|
{
|
||||||
if (ret->state_table[state].representative)
|
if (ret->state_table[state].representative)
|
||||||
context_invalidate_state(ret, state, ret->state_table);
|
context_invalidate_state(ret, state);
|
||||||
}
|
}
|
||||||
|
|
||||||
ret->swapchain = swapchain;
|
ret->swapchain = swapchain;
|
||||||
|
@ -1621,7 +1620,6 @@ static inline void set_blit_dimension(UINT width, UINT height) {
|
||||||
static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *context)
|
static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *context)
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
const struct StateEntry *StateTable = context->state_table;
|
|
||||||
const struct wined3d_gl_info *gl_info = context->gl_info;
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
||||||
UINT width = context->current_rt->resource.width;
|
UINT width = context->current_rt->resource.width;
|
||||||
UINT height = context->current_rt->resource.height;
|
UINT height = context->current_rt->resource.height;
|
||||||
|
@ -1651,8 +1649,8 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
|
||||||
device->shader_backend->shader_select(context, FALSE, FALSE);
|
device->shader_backend->shader_select(context, FALSE, FALSE);
|
||||||
LEAVE_GL();
|
LEAVE_GL();
|
||||||
|
|
||||||
context_invalidate_state(context, STATE_VSHADER, StateTable);
|
context_invalidate_state(context, STATE_VSHADER);
|
||||||
context_invalidate_state(context, STATE_PIXELSHADER, StateTable);
|
context_invalidate_state(context, STATE_PIXELSHADER);
|
||||||
|
|
||||||
/* Call ENTER_GL() once for all gl calls below. In theory we should not call
|
/* Call ENTER_GL() once for all gl calls below. In theory we should not call
|
||||||
* helper functions in between gl calls. This function is full of context_invalidate_state
|
* helper functions in between gl calls. This function is full of context_invalidate_state
|
||||||
|
@ -1694,8 +1692,8 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
|
||||||
if (sampler != WINED3D_UNMAPPED_STAGE)
|
if (sampler != WINED3D_UNMAPPED_STAGE)
|
||||||
{
|
{
|
||||||
if (sampler < MAX_TEXTURES)
|
if (sampler < MAX_TEXTURES)
|
||||||
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
|
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
|
||||||
context_invalidate_state(context, STATE_SAMPLER(sampler), StateTable);
|
context_invalidate_state(context, STATE_SAMPLER(sampler));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
|
||||||
|
@ -1737,53 +1735,53 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
|
||||||
{
|
{
|
||||||
if (sampler < MAX_TEXTURES)
|
if (sampler < MAX_TEXTURES)
|
||||||
{
|
{
|
||||||
context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler), StateTable);
|
context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_TEXTURE0 + sampler));
|
||||||
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP), StateTable);
|
context_invalidate_state(context, STATE_TEXTURESTAGE(sampler, WINED3DTSS_COLOROP));
|
||||||
}
|
}
|
||||||
context_invalidate_state(context, STATE_SAMPLER(sampler), StateTable);
|
context_invalidate_state(context, STATE_SAMPLER(sampler));
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Other misc states */
|
/* Other misc states */
|
||||||
glDisable(GL_ALPHA_TEST);
|
glDisable(GL_ALPHA_TEST);
|
||||||
checkGLcall("glDisable(GL_ALPHA_TEST)");
|
checkGLcall("glDisable(GL_ALPHA_TEST)");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHATESTENABLE));
|
||||||
glDisable(GL_LIGHTING);
|
glDisable(GL_LIGHTING);
|
||||||
checkGLcall("glDisable GL_LIGHTING");
|
checkGLcall("glDisable GL_LIGHTING");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_LIGHTING), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_LIGHTING));
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
checkGLcall("glDisable GL_DEPTH_TEST");
|
checkGLcall("glDisable GL_DEPTH_TEST");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZENABLE));
|
||||||
glDisableWINE(GL_FOG);
|
glDisableWINE(GL_FOG);
|
||||||
checkGLcall("glDisable GL_FOG");
|
checkGLcall("glDisable GL_FOG");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_FOGENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_FOGENABLE));
|
||||||
glDisable(GL_BLEND);
|
glDisable(GL_BLEND);
|
||||||
checkGLcall("glDisable GL_BLEND");
|
checkGLcall("glDisable GL_BLEND");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
checkGLcall("glDisable GL_CULL_FACE");
|
checkGLcall("glDisable GL_CULL_FACE");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_CULLMODE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_CULLMODE));
|
||||||
glDisable(GL_STENCIL_TEST);
|
glDisable(GL_STENCIL_TEST);
|
||||||
checkGLcall("glDisable GL_STENCIL_TEST");
|
checkGLcall("glDisable GL_STENCIL_TEST");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILENABLE));
|
||||||
glDisable(GL_SCISSOR_TEST);
|
glDisable(GL_SCISSOR_TEST);
|
||||||
checkGLcall("glDisable GL_SCISSOR_TEST");
|
checkGLcall("glDisable GL_SCISSOR_TEST");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
||||||
if (gl_info->supported[ARB_POINT_SPRITE])
|
if (gl_info->supported[ARB_POINT_SPRITE])
|
||||||
{
|
{
|
||||||
glDisable(GL_POINT_SPRITE_ARB);
|
glDisable(GL_POINT_SPRITE_ARB);
|
||||||
checkGLcall("glDisable GL_POINT_SPRITE_ARB");
|
checkGLcall("glDisable GL_POINT_SPRITE_ARB");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_POINTSPRITEENABLE));
|
||||||
}
|
}
|
||||||
glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
|
glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
|
||||||
checkGLcall("glColorMask");
|
checkGLcall("glColorMask");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
|
||||||
if (gl_info->supported[EXT_SECONDARY_COLOR])
|
if (gl_info->supported[EXT_SECONDARY_COLOR])
|
||||||
{
|
{
|
||||||
glDisable(GL_COLOR_SUM_EXT);
|
glDisable(GL_COLOR_SUM_EXT);
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SPECULARENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SPECULARENABLE));
|
||||||
checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
|
checkGLcall("glDisable(GL_COLOR_SUM_EXT)");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1792,10 +1790,10 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
|
||||||
checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
checkGLcall("glMatrixMode(GL_MODELVIEW)");
|
||||||
glLoadIdentity();
|
glLoadIdentity();
|
||||||
checkGLcall("glLoadIdentity()");
|
checkGLcall("glLoadIdentity()");
|
||||||
context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)), StateTable);
|
context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(0)));
|
||||||
|
|
||||||
context->last_was_rhw = TRUE;
|
context->last_was_rhw = TRUE;
|
||||||
context_invalidate_state(context, STATE_VDECL, StateTable); /* because of last_was_rhw = TRUE */
|
context_invalidate_state(context, STATE_VDECL); /* because of last_was_rhw = TRUE */
|
||||||
|
|
||||||
glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
|
glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)");
|
||||||
glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
|
glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)");
|
||||||
|
@ -1803,7 +1801,7 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
|
||||||
glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
|
glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)");
|
||||||
glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
|
glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)");
|
||||||
glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
|
glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)");
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_CLIPPING));
|
||||||
|
|
||||||
set_blit_dimension(width, height);
|
set_blit_dimension(width, height);
|
||||||
device->frag_pipe->enable_extension(FALSE);
|
device->frag_pipe->enable_extension(FALSE);
|
||||||
|
@ -1811,8 +1809,8 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
|
||||||
LEAVE_GL();
|
LEAVE_GL();
|
||||||
|
|
||||||
context->blit_w = width; context->blit_h = height;
|
context->blit_w = width; context->blit_h = height;
|
||||||
context_invalidate_state(context, STATE_VIEWPORT, StateTable);
|
context_invalidate_state(context, STATE_VIEWPORT);
|
||||||
context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
|
context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Do not call while under the GL lock. */
|
/* Do not call while under the GL lock. */
|
||||||
|
@ -1935,16 +1933,15 @@ void context_set_draw_buffer(struct wined3d_context *context, GLenum buffer)
|
||||||
context->draw_buffers_mask = context_generate_rt_mask(buffer);
|
context->draw_buffers_mask = context_generate_rt_mask(buffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline void context_set_render_offscreen(struct wined3d_context *context, const struct StateEntry *StateTable,
|
static void context_set_render_offscreen(struct wined3d_context *context, BOOL offscreen)
|
||||||
BOOL offscreen)
|
|
||||||
{
|
{
|
||||||
if (context->render_offscreen == offscreen) return;
|
if (context->render_offscreen == offscreen) return;
|
||||||
|
|
||||||
context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN, StateTable);
|
context_invalidate_state(context, STATE_POINTSPRITECOORDORIGIN);
|
||||||
context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
|
context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
|
||||||
context_invalidate_state(context, STATE_VIEWPORT, StateTable);
|
context_invalidate_state(context, STATE_VIEWPORT);
|
||||||
context_invalidate_state(context, STATE_SCISSORRECT, StateTable);
|
context_invalidate_state(context, STATE_SCISSORRECT);
|
||||||
context_invalidate_state(context, STATE_FRONTFACE, StateTable);
|
context_invalidate_state(context, STATE_FRONTFACE);
|
||||||
context->render_offscreen = offscreen;
|
context->render_offscreen = offscreen;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1984,7 +1981,7 @@ static void context_validate_onscreen_formats(struct wined3d_context *context,
|
||||||
/* The currently active context is the necessary context to access the swapchain's onscreen buffers */
|
/* The currently active context is the necessary context to access the swapchain's onscreen buffers */
|
||||||
surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
|
surface_load_location(context->current_rt, SFLAG_INTEXTURE, NULL);
|
||||||
swapchain->render_to_fbo = TRUE;
|
swapchain->render_to_fbo = TRUE;
|
||||||
context_set_render_offscreen(context, context->state_table, TRUE);
|
context_set_render_offscreen(context, TRUE);
|
||||||
}
|
}
|
||||||
|
|
||||||
static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
|
static DWORD context_generate_rt_mask_no_fbo(const struct wined3d_device *device, const struct wined3d_surface *rt)
|
||||||
|
@ -2045,7 +2042,7 @@ void context_apply_blit_state(struct wined3d_context *context, struct wined3d_de
|
||||||
LEAVE_GL();
|
LEAVE_GL();
|
||||||
|
|
||||||
SetupForBlit(device, context);
|
SetupForBlit(device, context);
|
||||||
context_invalidate_state(context, STATE_FRAMEBUFFER, context->state_table);
|
context_invalidate_state(context, STATE_FRAMEBUFFER);
|
||||||
}
|
}
|
||||||
|
|
||||||
static BOOL context_validate_rt_config(UINT rt_count,
|
static BOOL context_validate_rt_config(UINT rt_count,
|
||||||
|
@ -2069,7 +2066,6 @@ static BOOL context_validate_rt_config(UINT rt_count,
|
||||||
BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
|
BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
|
||||||
UINT rt_count, const struct wined3d_fb_state *fb)
|
UINT rt_count, const struct wined3d_fb_state *fb)
|
||||||
{
|
{
|
||||||
const struct StateEntry *state_table = context->state_table;
|
|
||||||
DWORD rt_mask = 0;
|
DWORD rt_mask = 0;
|
||||||
UINT i;
|
UINT i;
|
||||||
struct wined3d_surface **rts = fb->render_targets;
|
struct wined3d_surface **rts = fb->render_targets;
|
||||||
|
@ -2114,7 +2110,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
|
||||||
/* If the framebuffer is not the device's fb the device's fb has to be reapplied
|
/* If the framebuffer is not the device's fb the device's fb has to be reapplied
|
||||||
* next draw. Otherwise we could mark the framebuffer state clean here, once the
|
* next draw. Otherwise we could mark the framebuffer state clean here, once the
|
||||||
* state management allows this */
|
* state management allows this */
|
||||||
context_invalidate_state(context, STATE_FRAMEBUFFER, state_table);
|
context_invalidate_state(context, STATE_FRAMEBUFFER);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -2139,7 +2135,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
|
||||||
{
|
{
|
||||||
context_apply_draw_buffers(context, rt_mask);
|
context_apply_draw_buffers(context, rt_mask);
|
||||||
context->draw_buffers_mask = rt_mask;
|
context->draw_buffers_mask = rt_mask;
|
||||||
context_invalidate_state(context, STATE_FRAMEBUFFER, state_table);
|
context_invalidate_state(context, STATE_FRAMEBUFFER);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
|
||||||
|
@ -2161,9 +2157,9 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
|
||||||
checkGLcall("glEnable GL_SCISSOR_TEST");
|
checkGLcall("glEnable GL_SCISSOR_TEST");
|
||||||
LEAVE_GL();
|
LEAVE_GL();
|
||||||
|
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), state_table);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE), state_table);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
|
||||||
context_invalidate_state(context, STATE_SCISSORRECT, state_table);
|
context_invalidate_state(context, STATE_SCISSORRECT);
|
||||||
|
|
||||||
return TRUE;
|
return TRUE;
|
||||||
}
|
}
|
||||||
|
@ -2290,7 +2286,6 @@ static void context_setup_target(struct wined3d_device *device,
|
||||||
struct wined3d_context *context, struct wined3d_surface *target)
|
struct wined3d_context *context, struct wined3d_surface *target)
|
||||||
{
|
{
|
||||||
BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
|
BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
|
||||||
const struct StateEntry *StateTable = context->state_table;
|
|
||||||
|
|
||||||
if (!target) return;
|
if (!target) return;
|
||||||
render_offscreen = surface_is_offscreen(target);
|
render_offscreen = surface_is_offscreen(target);
|
||||||
|
@ -2300,7 +2295,7 @@ static void context_setup_target(struct wined3d_device *device,
|
||||||
* the alpha blend state changes with different render target formats. */
|
* the alpha blend state changes with different render target formats. */
|
||||||
if (!context->current_rt)
|
if (!context->current_rt)
|
||||||
{
|
{
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -2312,11 +2307,11 @@ static void context_setup_target(struct wined3d_device *device,
|
||||||
/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
|
/* Disable blending when the alpha mask has changed and when a format doesn't support blending. */
|
||||||
if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
|
if ((old->alpha_mask && !new->alpha_mask) || (!old->alpha_mask && new->alpha_mask)
|
||||||
|| !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
|
|| !(new->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING))
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
|
||||||
|
|
||||||
/* Update sRGB writing when switching between formats that do/do not support sRGB writing */
|
/* Update sRGB writing when switching between formats that do/do not support sRGB writing */
|
||||||
if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
|
if ((old->flags & WINED3DFMT_FLAG_SRGB_WRITE) != (new->flags & WINED3DFMT_FLAG_SRGB_WRITE))
|
||||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE), StateTable);
|
context_invalidate_state(context, STATE_RENDER(WINED3DRS_SRGBWRITEENABLE));
|
||||||
}
|
}
|
||||||
|
|
||||||
/* When switching away from an offscreen render target, and we're not
|
/* When switching away from an offscreen render target, and we're not
|
||||||
|
@ -2338,7 +2333,7 @@ static void context_setup_target(struct wined3d_device *device,
|
||||||
}
|
}
|
||||||
|
|
||||||
context->current_rt = target;
|
context->current_rt = target;
|
||||||
context_set_render_offscreen(context, StateTable, render_offscreen);
|
context_set_render_offscreen(context, render_offscreen);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Do not call while under the GL lock. */
|
/* Do not call while under the GL lock. */
|
||||||
|
|
Loading…
Reference in New Issue