d2d1: Use default NULL argument in SetBlendState call.
Signed-off-by: Daniel Ansorregui <mailszeros@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -131,8 +131,6 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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D3D10_VIEWPORT vp;
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D3D10_VIEWPORT vp;
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HRESULT hr;
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HRESULT hr;
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static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
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vp.TopLeftX = 0;
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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vp.TopLeftY = 0;
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vp.Width = render_target->pixel_size.width;
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vp.Width = render_target->pixel_size.width;
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@ -180,7 +178,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
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ID3D10Device_OMSetRenderTargets(device, 1, &render_target->target->rtv, NULL);
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ID3D10Device_OMSetRenderTargets(device, 1, &render_target->target->rtv, NULL);
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if (brush)
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if (brush)
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{
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{
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ID3D10Device_OMSetBlendState(device, render_target->bs, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
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ID3D10Device_OMSetBlendState(device, render_target->bs, NULL, D3D10_DEFAULT_SAMPLE_MASK);
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d2d_brush_bind_resources(brush, device, 0);
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d2d_brush_bind_resources(brush, device, 0);
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}
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}
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if (opacity_brush)
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if (opacity_brush)
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