wined3d: Don't load a rendertarget just because alpha test is enabled.

Unlike the depth test, the alpha test doesn't compare to the existing fragment
but against a reference value.
This commit is contained in:
Henri Verbeet 2009-06-19 11:04:31 +02:00 committed by Alexandre Julliard
parent a25947fa7e
commit dcc490e82f
1 changed files with 11 additions and 12 deletions

View File

@ -554,22 +554,21 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurfaceImpl *target;
BOOL load_rt, modify_rt;
unsigned int i;
if (!index_count) return;
load_rt = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE]
|| This->stateBlock->renderState[WINED3DRS_ALPHATESTENABLE]
|| This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE];
modify_rt = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
/* Invalidate the back buffer memory so LockRect will read it the next time */
for(i = 0; i < GL_LIMITS(buffers); i++) {
target = (IWineD3DSurfaceImpl *) This->render_targets[i];
if (target) {
if (load_rt) IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
if (modify_rt) IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
if (This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE])
{
/* Invalidate the back buffer memory so LockRect will read it the next time */
for (i = 0; i < GL_LIMITS(buffers); ++i)
{
target = (IWineD3DSurfaceImpl *)This->render_targets[i];
if (target)
{
IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
}
}
}