d2d1: Use default NULL argument in SetBlendState call.

Signed-off-by: Daniel Ansorregui <mailszeros@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Daniel Ansorregui 2018-10-15 20:17:15 +01:00 committed by Alexandre Julliard
parent a4104c7c60
commit e55aca8f49
1 changed files with 1 additions and 3 deletions

View File

@ -131,8 +131,6 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
D3D10_VIEWPORT vp;
HRESULT hr;
static const float blend_factor[] = {1.0f, 1.0f, 1.0f, 1.0f};
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = render_target->pixel_size.width;
@ -180,7 +178,7 @@ static void d2d_device_context_draw(struct d2d_device_context *render_target, en
ID3D10Device_OMSetRenderTargets(device, 1, &render_target->target->rtv, NULL);
if (brush)
{
ID3D10Device_OMSetBlendState(device, render_target->bs, blend_factor, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_OMSetBlendState(device, render_target->bs, NULL, D3D10_DEFAULT_SAMPLE_MASK);
d2d_brush_bind_resources(brush, device, 0);
}
if (opacity_brush)