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.
This commit is contained in:
parent
3ab491f810
commit
ff6cf84c40
|
@ -413,16 +413,16 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
|
||||||
/* Apply render targets */
|
/* Apply render targets */
|
||||||
for (i = 0; i < gl_info->limits.buffers; ++i)
|
for (i = 0; i < gl_info->limits.buffers; ++i)
|
||||||
{
|
{
|
||||||
context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, device->render_targets[i]);
|
context_attach_surface_fbo(context, GL_FRAMEBUFFER, i, entry->render_targets[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Apply depth targets */
|
/* Apply depth targets */
|
||||||
if (device->depth_stencil)
|
if (entry->depth_stencil)
|
||||||
{
|
{
|
||||||
surface_set_compatible_renderbuffer(device->depth_stencil,
|
surface_set_compatible_renderbuffer(entry->depth_stencil,
|
||||||
device->render_targets[0]->pow2Width, device->render_targets[0]->pow2Height);
|
entry->render_targets[0]->pow2Width, entry->render_targets[0]->pow2Height);
|
||||||
}
|
}
|
||||||
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, device->depth_stencil, TRUE);
|
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, entry->depth_stencil, TRUE);
|
||||||
|
|
||||||
entry->attached = TRUE;
|
entry->attached = TRUE;
|
||||||
}
|
}
|
||||||
|
@ -430,11 +430,11 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_
|
||||||
{
|
{
|
||||||
for (i = 0; i < gl_info->limits.buffers; ++i)
|
for (i = 0; i < gl_info->limits.buffers; ++i)
|
||||||
{
|
{
|
||||||
if (device->render_targets[i])
|
if (entry->render_targets[i])
|
||||||
context_apply_attachment_filter_states(device->render_targets[i]);
|
context_apply_attachment_filter_states(entry->render_targets[i]);
|
||||||
}
|
}
|
||||||
if (device->depth_stencil)
|
if (entry->depth_stencil)
|
||||||
context_apply_attachment_filter_states(device->depth_stencil);
|
context_apply_attachment_filter_states(entry->depth_stencil);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (i = 0; i < gl_info->limits.buffers; ++i)
|
for (i = 0; i < gl_info->limits.buffers; ++i)
|
||||||
|
|
Loading…
Reference in New Issue