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wined3d: Do not limit draw rect to intersection of all render target views.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=46067 Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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1 changed files with 0 additions and 7 deletions
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@ -605,7 +605,6 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
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struct wined3d_rendertarget_view *view;
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struct wined3d_cs_clear *op;
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unsigned int rt_count, i;
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RECT view_rect;
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rt_count = flags & WINED3DCLEAR_TARGET ? cs->device->adapter->d3d_info.limits.max_rt_count : 0;
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@ -627,17 +626,11 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
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for (i = 0; i < rt_count; ++i)
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{
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if ((view = state->fb->render_targets[i]))
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{
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SetRect(&view_rect, 0, 0, view->width, view->height);
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IntersectRect(&op->draw_rect, &op->draw_rect, &view_rect);
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wined3d_resource_acquire(view->resource);
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}
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}
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if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
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{
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view = state->fb->depth_stencil;
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SetRect(&view_rect, 0, 0, view->width, view->height);
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IntersectRect(&op->draw_rect, &op->draw_rect, &view_rect);
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wined3d_resource_acquire(view->resource);
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}
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