From 4428bda4a11658de88b573473746cdc31112d26d Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Sun, 31 Jul 2011 17:33:41 +0200 Subject: [PATCH] wined3d: Apply clear state after depth / stencil setup in device_clear_render_targets(). --- dlls/wined3d/device.c | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 84c778935ca..7d88b575d3a 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -680,13 +680,6 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count return WINED3D_OK; } - if (!context_apply_clear_state(context, device, rt_count, fb)) - { - context_release(context); - WARN("Failed to apply clear state, skipping clear.\n"); - return WINED3D_OK; - } - if (target) { render_offscreen = context->render_offscreen; @@ -699,6 +692,22 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count drawable_height = fb->depth_stencil->pow2Height; } + if (flags & WINED3DCLEAR_ZBUFFER) + { + DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN; + + if (location == SFLAG_DS_ONSCREEN && 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); + } + + if (!context_apply_clear_state(context, device, rt_count, fb)) + { + context_release(context); + WARN("Failed to apply clear state, skipping clear.\n"); + return WINED3D_OK; + } + ENTER_GL(); /* Only set the values up once, as they are not changing. */ @@ -718,15 +727,6 @@ HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count if (flags & WINED3DCLEAR_ZBUFFER) { - DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN; - - if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil) - { - LEAVE_GL(); - device_switch_onscreen_ds(device, context, fb->depth_stencil); - ENTER_GL(); - } - prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect); surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE); glDepthMask(GL_TRUE);