wined3d: Set the initial FBO depth stencil when creating the device.
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@ -79,6 +79,8 @@ static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3
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static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
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static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
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static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil);
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/* helper macros */
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/* helper macros */
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#define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
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#define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
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@ -2090,6 +2092,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPR
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IWineD3DSurface_AddRef(This->renderTarget);
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IWineD3DSurface_AddRef(This->renderTarget);
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/* Depth Stencil support */
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/* Depth Stencil support */
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This->stencilBufferTarget = This->depthStencilBuffer;
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This->stencilBufferTarget = This->depthStencilBuffer;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
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set_depth_stencil_fbo(iface, This->depthStencilBuffer);
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}
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if (NULL != This->stencilBufferTarget) {
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if (NULL != This->stencilBufferTarget) {
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IWineD3DSurface_AddRef(This->stencilBufferTarget);
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IWineD3DSurface_AddRef(This->stencilBufferTarget);
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}
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}
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