wined3d: Get resource info from the rendertarget view in draw_primitive().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -622,17 +622,19 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
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for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
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for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
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{
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{
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struct wined3d_surface *target = wined3d_rendertarget_view_get_surface(device->fb.render_targets[i]);
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struct wined3d_rendertarget_view *rtv = device->fb.render_targets[i];
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if (target && target->resource.format->id != WINED3DFMT_NULL)
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struct wined3d_surface *target = wined3d_rendertarget_view_get_surface(rtv);
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if (target && rtv->format->id != WINED3DFMT_NULL)
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{
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{
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if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
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if (state->render_states[WINED3D_RS_COLORWRITEENABLE])
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{
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{
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surface_load_location(target, context, target->container->resource.draw_binding);
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surface_load_location(target, context, rtv->resource->draw_binding);
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surface_invalidate_location(target, ~target->container->resource.draw_binding);
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surface_invalidate_location(target, ~rtv->resource->draw_binding);
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}
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}
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else
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else
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{
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{
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wined3d_surface_prepare(target, context, target->container->resource.draw_binding);
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wined3d_surface_prepare(target, 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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}
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}
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