wined3d: Don't try to clear the depth stencil if there is none.
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deeeda6802
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@ -147,6 +147,7 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB
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static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion, DWORD dwFlags) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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DWORD clear_flags = 0;
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ENTER_GL();
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@ -293,18 +294,23 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
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#endif
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LEAVE_GL();
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if (This->wineD3DDevice->stencilBufferTarget) {
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clear_flags |= WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER;
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}
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/* Although this is not strictly required, a simple demo showed this does occur
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on (at least non-debug) d3d */
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if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
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TRACE("Clearing\n");
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IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
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IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, clear_flags|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
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} else {
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} else if (clear_flags) {
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TRACE("Clearing z/stencil buffer\n");
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IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER, 0x00, 1.0, 0);
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IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, clear_flags, 0x00, 1.0, 0);
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}
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if(((IWineD3DSurfaceImpl *) This->frontBuffer)->Flags & SFLAG_INSYSMEM ||
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