wined3d: Pass the color as floating point values to device_clear_render_targets().
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@ -655,7 +655,7 @@ static void prepare_ds_clear(IWineD3DSurfaceImpl *ds, struct wined3d_context *co
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}
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HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, IWineD3DSurfaceImpl **rts,
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UINT rect_count, const WINED3DRECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
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UINT rect_count, const WINED3DRECT *rects, DWORD flags, const float color[4], float depth, DWORD stencil)
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{
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const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
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IWineD3DSurfaceImpl *depth_stencil = device->depth_stencil;
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@ -741,7 +741,7 @@ HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device, UINT rt_count, I
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
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glClearColor(D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color));
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glClearColor(color[0], color[1], color[2], color[3]);
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checkGLcall("glClearColor");
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clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
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}
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@ -4576,12 +4576,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count,
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const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil)
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const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR color, float Z, DWORD Stencil)
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{
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const float c[] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
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Count, pRects, Flags, Color, Z, Stencil);
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TRACE("(%p) Count (%d), pRects (%p), Flags (%x), color (0x%08x), Z (%f), Stencil (%d)\n", This,
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Count, pRects, Flags, color, Z, Stencil);
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if (Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && !This->depth_stencil)
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{
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@ -4591,7 +4592,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Coun
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}
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return device_clear_render_targets(This, This->adapter->gl_info.limits.buffers,
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This->render_targets, Count, pRects, Flags, Color, Z, Stencil);
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This->render_targets, Count, pRects, Flags, c, Z, Stencil);
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}
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/*****
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@ -4890,10 +4890,12 @@ static BOOL ffp_blit_supported(const struct wined3d_gl_info *gl_info, enum blit_
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}
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static HRESULT ffp_blit_color_fill(IWineD3DDeviceImpl *device,
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IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD fill_color)
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IWineD3DSurfaceImpl *dst_surface, const RECT *dst_rect, DWORD color)
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{
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const float c[] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
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return device_clear_render_targets(device, 1 /* rt_count */, &dst_surface, 1 /* rect_count */,
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(const WINED3DRECT *)dst_rect, WINED3DCLEAR_TARGET, fill_color, 0.0f /* depth */, 0 /* stencil */);
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(const WINED3DRECT *)dst_rect, WINED3DCLEAR_TARGET, c, 0.0f /* depth */, 0 /* stencil */);
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}
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const struct blit_shader ffp_blit = {
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@ -1688,7 +1688,7 @@ struct IWineD3DDeviceImpl
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HRESULT device_clear_render_targets(IWineD3DDeviceImpl *device,
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UINT rt_count, IWineD3DSurfaceImpl **rts, UINT rect_count, const WINED3DRECT *rects,
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DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil) DECLSPEC_HIDDEN;
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DWORD flags, const float color[4], float depth, DWORD stencil) DECLSPEC_HIDDEN;
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BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
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void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
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void device_get_draw_rect(IWineD3DDeviceImpl *device, RECT *rect) DECLSPEC_HIDDEN;
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