wined3d: Attach the surfaces from the fbo_entry instead of the ones from the device.
Currently these are always the same, but that doesn't make it right.
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@ -413,16 +413,16 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
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/* Apply render targets */
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, device->render_targets[i]);
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context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, entry->render_targets[i]);
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}
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/* Apply depth targets */
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if (device->depth_stencil)
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if (entry->depth_stencil)
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{
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surface_set_compatible_renderbuffer(device->depth_stencil,
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device->render_targets[0]->pow2Width, device->render_targets[0]->pow2Height);
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surface_set_compatible_renderbuffer(entry->depth_stencil,
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entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
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}
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->depth_stencil, TRUE);
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, entry->depth_stencil, TRUE);
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entry->attached = TRUE;
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}
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@ -430,11 +430,11 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
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{
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for (i = 0; i < gl_info->limits.buffers; ++i)
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{
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if (device->render_targets[i])
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context_apply_attachment_filter_states(device->render_targets[i]);
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if (entry->render_targets[i])
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context_apply_attachment_filter_states(entry->render_targets[i]);
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}
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if (device->depth_stencil)
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context_apply_attachment_filter_states(device->depth_stencil);
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if (entry->depth_stencil)
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context_apply_attachment_filter_states(entry->depth_stencil);
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}
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for (i = 0; i < gl_info->limits.buffers; ++i)
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