wined3d: Modify depth-stencil location flags only after allocating the new location.

This commit is contained in:
Matteo Bruni 2012-01-12 17:05:19 +01:00 committed by Alexandre Julliard
parent add5916c77
commit cbf641e9e0
2 changed files with 17 additions and 12 deletions

View File

@ -600,7 +600,7 @@ static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw
}
static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
{
RECT current_rect, r;
@ -615,7 +615,7 @@ static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context
if (EqualRect(&r, draw_rect))
{
/* current_rect ⊇ draw_rect, modify only. */
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
return;
}
@ -626,7 +626,7 @@ static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context
if (!clear_rect)
{
/* Full clear, modify only. */
surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
*out_rect = *draw_rect;
return;
}
@ -634,14 +634,14 @@ static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context
if (EqualRect(&r, draw_rect))
{
/* clear_rect ⊇ draw_rect, modify only. */
surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
*out_rect = *draw_rect;
return;
}
}
/* Full load. */
surface_load_ds_location(ds, context, location);
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
}
/* Do not call while under the GL lock. */
@ -656,6 +656,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
GLbitfield clear_mask = 0;
BOOL render_offscreen;
unsigned int i;
RECT ds_rect;
/* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
* drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
@ -701,7 +702,8 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
device_switch_onscreen_ds(device, context, fb->depth_stencil);
prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
prepare_ds_clear(fb->depth_stencil, context, location,
draw_rect, rect_count, clear_rect, &ds_rect);
}
if (!context_apply_clear_state(context, device, rt_count, fb))
@ -732,7 +734,7 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count
{
DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
surface_modify_location(fb->depth_stencil, location, TRUE);
surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
glDepthMask(GL_TRUE);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));

View File

@ -634,11 +634,6 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
IntersectRect(&r, &draw_rect, &current_rect);
if (!EqualRect(&r, &draw_rect))
surface_load_ds_location(ds, context, location);
if (state->render_states[WINED3D_RS_ZWRITEENABLE])
{
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
}
}
}
@ -649,6 +644,14 @@ void drawPrimitive(struct wined3d_device *device, UINT index_count, UINT StartId
return;
}
if (device->fb.depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
{
struct wined3d_surface *ds = device->fb.depth_stencil;
DWORD location = context->render_offscreen ? ds->draw_binding : SFLAG_INDRAWABLE;
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
}
if ((!context->gl_info->supported[WINED3D_GL_VERSION_2_0]
|| (!glPointParameteri && !context->gl_info->supported[NV_POINT_SPRITE]))
&& context->render_offscreen