wined3d: glColorMask() changes the write mask for all render targets.
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@ -1756,6 +1756,9 @@ static void SetupForBlit(IWineD3DDeviceImpl *This, struct wined3d_context *conte
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glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
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glColorMask(GL_TRUE, GL_TRUE,GL_TRUE,GL_TRUE);
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checkGLcall("glColorMask");
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checkGLcall("glColorMask");
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE), StateTable);
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1), StateTable);
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2), StateTable);
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Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3), StateTable);
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if (gl_info->supported[EXT_SECONDARY_COLOR])
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if (gl_info->supported[EXT_SECONDARY_COLOR])
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{
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{
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glDisable(GL_COLOR_SUM_EXT);
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glDisable(GL_COLOR_SUM_EXT);
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@ -4421,6 +4421,9 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfac
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{
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{
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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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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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
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IWineD3DDeviceImpl_MarkStateDirty(This, 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(D3DCOLOR_R(Color), D3DCOLOR_G(Color), D3DCOLOR_B(Color), D3DCOLOR_A(Color));
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checkGLcall("glClearColor");
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checkGLcall("glClearColor");
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glMask = glMask | GL_COLOR_BUFFER_BIT;
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glMask = glMask | GL_COLOR_BUFFER_BIT;
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@ -5483,6 +5486,9 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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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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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
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glClearColor(color[0], color[1], color[2], color[3]);
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glClearColor(color[0], color[1], color[2], color[3]);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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