wined3d: Clear dirty flags after calling all the state handlers in context_apply_draw_state().

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Matteo Bruni 2021-08-11 19:18:54 +02:00 committed by Alexandre Julliard
parent aaf4ef6e62
commit 451dede7c0

View file

@ -3944,11 +3944,12 @@ static BOOL context_apply_draw_state(struct wined3d_context *context,
unsigned int state_id = base + wined3d_bit_scan(&dirty_mask);
state_table[state_id].apply(context, state, state_id);
context->dirty_graphics_states[i] &= ~(1u << (state_id - base));
}
base += sizeof(dirty_mask) * CHAR_BIT;
}
memset(context->dirty_graphics_states, 0, sizeof(context->dirty_graphics_states));
if (context->shader_update_mask & ~(1u << WINED3D_SHADER_TYPE_COMPUTE))
{
device->shader_backend->shader_select(device->shader_priv, context, state);