In Direct3D 10+, the render target at index 0 can be set to NULL.
Signed-off-by: Józef Kucia jkucia@codeweavers.com ---
Maybe we should consider looking into draw_binding for each render target separately, but it should be a separate patch, probably. For now just use draw_binding from the first non-NULL render target.
--- dlls/wined3d/context.c | 21 ++++++++++++--------- 1 file changed, 12 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index c73e4d12b5ce..c9efad03db1e 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -3168,6 +3168,7 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat { DWORD rt_mask = find_draw_buffers_mask(context, state); const struct wined3d_fb_state *fb = state->fb; + DWORD color_location = 0; DWORD *cur_mask;
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) @@ -3184,18 +3185,20 @@ void context_state_fb(struct wined3d_context *context, const struct wined3d_stat memset(context->blit_targets, 0, sizeof(context->blit_targets)); for (i = 0; i < context->gl_info->limits.buffers; ++i) { - if (fb->render_targets[i]) - { - context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view; - context->blit_targets[i].resource = fb->render_targets[i]->resource; - context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx; - context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count; - } + if (!fb->render_targets[i]) + continue; + + context->blit_targets[i].gl_view = fb->render_targets[i]->gl_view; + context->blit_targets[i].resource = fb->render_targets[i]->resource; + context->blit_targets[i].sub_resource_idx = fb->render_targets[i]->sub_resource_idx; + context->blit_targets[i].layer_count = fb->render_targets[i]->layer_count; + + if (!color_location) + color_location = fb->render_targets[i]->resource->draw_binding; } context_apply_fbo_state(context, GL_FRAMEBUFFER, context->blit_targets, wined3d_rendertarget_view_get_surface(fb->depth_stencil), - fb->render_targets[0] ? fb->render_targets[0]->resource->draw_binding : 0, - fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0); + color_location, fb->depth_stencil ? fb->depth_stencil->resource->draw_binding : 0); } }