wined3d: Simplify context_apply_fbo_state_blit().
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@ -431,17 +431,12 @@ static void context_apply_fbo_state(struct wined3d_context *context, GLenum targ
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
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struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location)
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{
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{
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if (location != SFLAG_INDRAWABLE || surface_is_offscreen(render_target))
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UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
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{
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UINT clear_size = (context->gl_info->limits.buffers - 1) * sizeof(*context->blit_targets);
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context->blit_targets[0] = render_target;
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context->blit_targets[0] = render_target;
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if (clear_size)
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if (clear_size) memset(&context->blit_targets[1], 0, clear_size);
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memset(&context->blit_targets[1], 0, clear_size);
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context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
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context_apply_fbo_state(context, target, context->blit_targets, depth_stencil, location);
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}
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else
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{
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context_apply_fbo_state(context, target, NULL, NULL, location);
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}
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}
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}
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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