Module: wine Branch: master Commit: 7e3f85cab6c2a5111f9f96ca4d9f0f0cafffbd2e URL: http://source.winehq.org/git/wine.git/?a=commit;h=7e3f85cab6c2a5111f9f96ca4d...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Wed Jul 27 21:13:34 2011 +0200
wined3d: Only invalidate state for the current context in tesselate_rectpatch().
---
dlls/wined3d/drawprim.c | 16 ++++++++-------- 1 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index bbcfc59..6133182 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -875,7 +875,7 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch */ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); - device_invalidate_state(This, STATE_RENDER(WINED3DRS_FILLMODE)); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_FILLMODE)); if (patch->has_normals) { static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f}; @@ -887,30 +887,30 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch checkGLcall("glEnable(GL_LIGHTING)"); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black); checkGLcall("glLightModel for MODEL_AMBIENT"); - device_invalidate_state(This, STATE_RENDER(WINED3DRS_AMBIENT)); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_AMBIENT));
for (i = 3; i < context->gl_info->limits.lights; ++i) { glDisable(GL_LIGHT0 + i); checkGLcall("glDisable(GL_LIGHT0 + i)"); - device_invalidate_state(This, STATE_ACTIVELIGHT(i)); + context_invalidate_state(context, STATE_ACTIVELIGHT(i)); }
- device_invalidate_state(This, STATE_ACTIVELIGHT(0)); + context_invalidate_state(context, STATE_ACTIVELIGHT(0)); glLightfv(GL_LIGHT0, GL_DIFFUSE, red); glLightfv(GL_LIGHT0, GL_SPECULAR, black); glLightfv(GL_LIGHT0, GL_AMBIENT, black); glLightfv(GL_LIGHT0, GL_POSITION, red); glEnable(GL_LIGHT0); checkGLcall("Setting up light 1"); - device_invalidate_state(This, STATE_ACTIVELIGHT(1)); + context_invalidate_state(context, STATE_ACTIVELIGHT(1)); glLightfv(GL_LIGHT1, GL_DIFFUSE, green); glLightfv(GL_LIGHT1, GL_SPECULAR, black); glLightfv(GL_LIGHT1, GL_AMBIENT, black); glLightfv(GL_LIGHT1, GL_POSITION, green); glEnable(GL_LIGHT1); checkGLcall("Setting up light 2"); - device_invalidate_state(This, STATE_ACTIVELIGHT(2)); + context_invalidate_state(context, STATE_ACTIVELIGHT(2)); glLightfv(GL_LIGHT2, GL_DIFFUSE, blue); glLightfv(GL_LIGHT2, GL_SPECULAR, black); glLightfv(GL_LIGHT2, GL_AMBIENT, black); @@ -918,8 +918,8 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch glEnable(GL_LIGHT2); checkGLcall("Setting up light 3");
- device_invalidate_state(This, STATE_MATERIAL); - device_invalidate_state(This, STATE_RENDER(WINED3DRS_COLORVERTEX)); + context_invalidate_state(context, STATE_MATERIAL); + context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORVERTEX)); glDisable(GL_COLOR_MATERIAL); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, black); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);