wined3d: Use draw_binding in device_clear_render_targets().
This commit is contained in:
parent
317d76abb4
commit
99da66429b
|
@ -668,7 +668,9 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
|
|||
{
|
||||
for (i = 0; i < rt_count; ++i)
|
||||
{
|
||||
if (fb->render_targets[i]) surface_load_location(fb->render_targets[i], SFLAG_INDRAWABLE, NULL);
|
||||
struct wined3d_surface *rt = fb->render_targets[i];
|
||||
if (rt)
|
||||
surface_load_location(rt, rt->draw_binding, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -727,7 +729,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
|
|||
|
||||
if (flags & WINED3DCLEAR_ZBUFFER)
|
||||
{
|
||||
surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
|
||||
surface_modify_location(fb->depth_stencil, fb->depth_stencil->draw_binding, TRUE);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
|
||||
|
@ -740,7 +742,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
|
|||
{
|
||||
for (i = 0; i < rt_count; ++i)
|
||||
{
|
||||
if (fb->render_targets[i]) surface_modify_location(fb->render_targets[i], SFLAG_INDRAWABLE, TRUE);
|
||||
struct wined3d_surface *rt = fb->render_targets[i];
|
||||
|
||||
if (rt)
|
||||
surface_modify_location(rt, rt->draw_binding, TRUE);
|
||||
}
|
||||
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
|
|
Loading…
Reference in New Issue