wined3d: Use wined3d_texture_prepare_location() in device_clear_render_targets().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Stefan Dösinger 2016-04-20 19:29:15 +02:00 committed by Alexandre Julliard
parent 81b2ed4f0a
commit a010a0edd8
1 changed files with 8 additions and 6 deletions

View File

@ -292,8 +292,8 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
float depth, DWORD stencil)
{
struct wined3d_surface *target = rt_count ? wined3d_rendertarget_view_get_surface(fb->render_targets[0]) : NULL;
struct wined3d_surface *depth_stencil = fb->depth_stencil
? wined3d_rendertarget_view_get_surface(fb->depth_stencil) : NULL;
struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
struct wined3d_surface *depth_stencil = dsv ? wined3d_rendertarget_view_get_surface(dsv) : NULL;
const struct wined3d_state *state = &device->state;
const struct wined3d_gl_info *gl_info;
UINT drawable_width, drawable_height;
@ -331,7 +331,8 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
surface_load_location(rt, context, rtv->resource->draw_binding);
else
wined3d_surface_prepare(rt, context, rtv->resource->draw_binding);
wined3d_texture_prepare_location(rt->container, rtv->sub_resource_idx,
context, rtv->resource->draw_binding);
}
}
@ -350,11 +351,12 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
}
if (depth_stencil && render_offscreen)
wined3d_surface_prepare(depth_stencil, context, depth_stencil->container->resource.draw_binding);
wined3d_texture_prepare_location(depth_stencil->container,
dsv->sub_resource_idx, context, dsv->resource->draw_binding);
if (flags & WINED3DCLEAR_ZBUFFER)
{
DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
if (!render_offscreen && depth_stencil != device->onscreen_depth_stencil)
device_switch_onscreen_ds(device, context, depth_stencil);
@ -386,7 +388,7 @@ void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, c
if (flags & WINED3DCLEAR_ZBUFFER)
{
DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
surface_modify_ds_location(depth_stencil, location, ds_rect.right, ds_rect.bottom);