wined3d: Don't apply and invalidate the framebuffer when clearing the device's fb.
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@ -2073,43 +2073,60 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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UINT i;
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struct wined3d_surface **rts = fb->render_targets;
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if (!context_validate_rt_config(rt_count, rts, fb->depth_stencil))
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return FALSE;
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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if (isStateDirty(context, STATE_FRAMEBUFFER) || fb != &device->fb
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|| rt_count != device->adapter->gl_info.limits.buffers)
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{
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context_validate_onscreen_formats(device, context, fb->depth_stencil);
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if (!context_validate_rt_config(rt_count, fb->render_targets, fb->depth_stencil))
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return FALSE;
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ENTER_GL();
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if (!rt_count || surface_is_offscreen(rts[0]))
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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{
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for (i = 0; i < rt_count; ++i)
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context_validate_onscreen_formats(device, context, fb->depth_stencil);
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ENTER_GL();
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if (!rt_count || surface_is_offscreen(fb->render_targets[0]))
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{
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context->blit_targets[i] = rts[i];
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if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
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rt_mask |= (1 << i);
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for (i = 0; i < rt_count; ++i)
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{
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context->blit_targets[i] = rts[i];
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if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL)
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rt_mask |= (1 << i);
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}
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while (i < context->gl_info->limits.buffers)
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{
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context->blit_targets[i] = NULL;
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++i;
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}
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context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil, SFLAG_INTEXTURE);
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glReadBuffer(GL_NONE);
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checkGLcall("glReadBuffer");
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}
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while (i < context->gl_info->limits.buffers)
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else
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{
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context->blit_targets[i] = NULL;
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++i;
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context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
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rt_mask = context_generate_rt_mask_from_surface(fb->render_targets[0]);
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}
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context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, fb->depth_stencil, SFLAG_INTEXTURE);
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glReadBuffer(GL_NONE);
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checkGLcall("glReadBuffer");
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LEAVE_GL();
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/* If the framebuffer is not the device's fb the device's fb has to be reapplied
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* next draw. Otherwise we could mark the framebuffer state clean here, once the
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* state management allows this */
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context_invalidate_state(context, STATE_FRAMEBUFFER, device->StateTable);
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}
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else
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{
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context_apply_fbo_state(context, GL_FRAMEBUFFER, NULL, NULL, SFLAG_INDRAWABLE);
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rt_mask = context_generate_rt_mask_from_surface(rts[0]);
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rt_mask = context_generate_rt_mask_no_fbo(device, rts[0]);
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}
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}
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else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO
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&& (!rt_count || surface_is_offscreen(fb->render_targets[0])))
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{
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for (i = 0; i < rt_count; ++i)
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{
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if (rts[i] && rts[i]->resource.format->id != WINED3DFMT_NULL) rt_mask |= (1 << i);
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}
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LEAVE_GL();
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/* TODO: This is not necessary if the framebuffer is the device's current framebuffer */
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context_invalidate_state(context, STATE_FRAMEBUFFER, device->StateTable);
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}
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else
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{
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@ -2121,6 +2138,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
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{
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context_apply_draw_buffers(context, rt_mask);
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context->draw_buffers_mask = rt_mask;
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context_invalidate_state(context, STATE_FRAMEBUFFER, device->StateTable);
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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