wined3d: Don't try to clear the depth stencil if there is none.

This commit is contained in:
H. Verbeet 2007-04-16 21:21:06 +02:00 committed by Alexandre Julliard
parent deeeda6802
commit e49c480820
1 changed files with 9 additions and 3 deletions

View File

@ -147,6 +147,7 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB
static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
DWORD clear_flags = 0;
ENTER_GL();
@ -293,18 +294,23 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
#endif
LEAVE_GL();
if (This->wineD3DDevice->stencilBufferTarget) {
clear_flags |= WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER;
}
/* Although this is not strictly required, a simple demo showed this does occur
on (at least non-debug) d3d */
if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
TRACE("Clearing\n");
IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, clear_flags|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
} else {
} else if (clear_flags) {
TRACE("Clearing z/stencil buffer\n");
IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER, 0x00, 1.0, 0);
IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, clear_flags, 0x00, 1.0, 0);
}
if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||