wined3d: Check the writemask for the correct render target in draw_primitive().
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5105,6 +5105,15 @@ static GLenum gl_tfb_primitive_type_from_d3d(enum wined3d_primitive_type primiti
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}
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}
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static unsigned int get_render_target_writemask(const struct wined3d_blend_state *state, unsigned int index)
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{
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if (!state)
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return 0xf;
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if (!state->desc.independent)
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index = 0;
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return state->desc.rt[index].writemask;
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}
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/* Routine common to the draw primitive and draw indexed primitive routines */
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void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
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const struct wined3d_draw_parameters *parameters)
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@ -5154,7 +5163,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
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continue;
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if (!state->blend_state || state->blend_state->desc.rt[0].writemask)
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if (get_render_target_writemask(state->blend_state, i))
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{
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wined3d_rendertarget_view_load_location(rtv, context, rtv->resource->draw_binding);
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wined3d_rendertarget_view_invalidate_location(rtv, ~rtv->resource->draw_binding);
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