Module: wine Branch: master Commit: ff6cf84c40c76cbce3ee0b059c8443b0b177baa5 URL: http://source.winehq.org/git/wine.git/?a=commit;h=ff6cf84c40c76cbce3ee0b059c...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Mon May 3 22:03:31 2010 +0200
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.
---
dlls/wined3d/context.c | 18 +++++++++--------- 1 files changed, 9 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index d1aa3e9..1d366a7 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -413,16 +413,16 @@ static void context_apply_fbo_entry(struct wined3d_context *context, struct fbo_ /* Apply render targets */ 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 */ - if (device->depth_stencil) + if (entry->depth_stencil) { - surface_set_compatible_renderbuffer(device->depth_stencil, - device->render_targets[0]->pow2Width, device->render_targets[0]->pow2Height); + surface_set_compatible_renderbuffer(entry->depth_stencil, + 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; } @@ -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) { - if (device->render_targets[i]) - context_apply_attachment_filter_states(device->render_targets[i]); + if (entry->render_targets[i]) + context_apply_attachment_filter_states(entry->render_targets[i]); } - if (device->depth_stencil) - context_apply_attachment_filter_states(device->depth_stencil); + if (entry->depth_stencil) + context_apply_attachment_filter_states(entry->depth_stencil); }
for (i = 0; i < gl_info->limits.buffers; ++i)