Module: wine Branch: master Commit: a1ba5b5131b7b13ff718bd3b2677b7e2e727f232 URL: http://source.winehq.org/git/wine.git/?a=commit;h=a1ba5b5131b7b13ff718bd3b26...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Wed Jul 27 21:13:35 2011 +0200
wined3d: Only invalidate state for the current context in device_clear_render_targets().
---
dlls/wined3d/device.c | 14 +++++++------- 1 files changed, 7 insertions(+), 7 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index f1901bf..e3e6848 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -707,10 +707,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE]) { glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); - device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE)); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE)); } glStencilMask(~0U); - device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK)); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK)); glClearStencil(stencil); checkGLcall("glClearStencil"); clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT; @@ -730,7 +730,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
glDepthMask(GL_TRUE); - device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE)); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE)); glClearDepth(depth); checkGLcall("glClearDepth"); clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT; @@ -744,10 +744,10 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count }
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE)); - device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1)); - device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2)); - device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3)); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE)); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1)); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2)); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3)); glClearColor(color->r, color->g, color->b, color->a); checkGLcall("glClearColor"); clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;