wined3d: Use the depth/stencil view to acquire a context for depth-only draws.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -414,8 +414,8 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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const struct wined3d_fb_state *fb = state->fb;
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const struct wined3d_fb_state *fb = state->fb;
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const struct wined3d_stream_info *stream_info;
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const struct wined3d_stream_info *stream_info;
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struct wined3d_event_query *ib_query = NULL;
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struct wined3d_event_query *ib_query = NULL;
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struct wined3d_rendertarget_view *dsv, *rtv;
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struct wined3d_stream_info si_emulated;
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struct wined3d_stream_info si_emulated;
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struct wined3d_rendertarget_view *dsv;
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const struct wined3d_gl_info *gl_info;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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struct wined3d_context *context;
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unsigned int i, idx_size = 0;
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unsigned int i, idx_size = 0;
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@ -425,7 +425,9 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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if (!index_count)
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if (!index_count)
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return;
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return;
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context = context_acquire(device, wined3d_rendertarget_view_get_surface(fb->render_targets[0]));
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if (!(rtv = fb->render_targets[0]))
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rtv = fb->depth_stencil;
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context = context_acquire(device, wined3d_rendertarget_view_get_surface(rtv));
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if (!context->valid)
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if (!context->valid)
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{
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{
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context_release(context);
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context_release(context);
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@ -436,10 +438,9 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
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for (i = 0; i < gl_info->limits.buffers; ++i)
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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{
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struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
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struct wined3d_texture *rt;
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struct wined3d_texture *rt;
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if (!rtv || rtv->format->id == WINED3DFMT_NULL)
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if (!(rtv = fb->render_targets[i]) || rtv->format->id == WINED3DFMT_NULL)
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continue;
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continue;
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rt = wined3d_texture_from_resource(rtv->resource);
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rt = wined3d_texture_from_resource(rtv->resource);
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