wined3d: Use CTXUSAGE_RESOURCELOAD for ActivateContext() in color_fill_fbo().
CTXUSAGE_CLEAR will apply the FBO state in a later patch.
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@ -6182,7 +6182,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONS
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TRACE("Surface %p is onscreen\n", surface);
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ActivateContext(This, surface, CTXUSAGE_CLEAR);
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ActivateContext(This, surface, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
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buffer = surface_get_gl_buffer(surface, swapchain);
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@ -6191,7 +6191,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONS
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} else {
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TRACE("Surface %p is offscreen\n", surface);
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_CLEAR);
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ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
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attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
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@ -6211,6 +6211,10 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONS
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
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glDisable(GL_BLEND);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
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