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author | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-10-15 02:57:43 +0000 |
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committer | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-10-15 02:57:43 +0000 |
commit | 89f580b14355e7342cff030747d12ec18f8ca012 (patch) | |
tree | 9836461b7b35b80917cd73705e3bf3f399408767 /o3d/core | |
parent | d3c1ea6b14c108eaec919200e8bc5997a681a42b (diff) | |
download | chromium_src-89f580b14355e7342cff030747d12ec18f8ca012.zip chromium_src-89f580b14355e7342cff030747d12ec18f8ca012.tar.gz chromium_src-89f580b14355e7342cff030747d12ec18f8ca012.tar.bz2 |
Fix clearing render targets in D3D if there
is no associated depth buffer.
There's something I don't get here. I thought
the dimensions of the depth-stencil and the
render target had to match but apparently they
don't?
Review URL: http://codereview.chromium.org/270100
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@29084 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/core')
-rw-r--r-- | o3d/core/win/d3d9/renderer_d3d9.cc | 40 |
1 files changed, 24 insertions, 16 deletions
diff --git a/o3d/core/win/d3d9/renderer_d3d9.cc b/o3d/core/win/d3d9/renderer_d3d9.cc index f667ee4..ddc144c 100644 --- a/o3d/core/win/d3d9/renderer_d3d9.cc +++ b/o3d/core/win/d3d9/renderer_d3d9.cc @@ -842,6 +842,8 @@ RendererD3D9::RendererD3D9(ServiceLocator* service_locator) off_screen_surface_(NULL), back_buffer_surface_(NULL), back_buffer_depth_surface_(NULL), + current_d3d_surface_(NULL), + current_d3d_depth_surface_(NULL), have_device_(false), fullscreen_(false), fullscreen_message_font_(NULL), @@ -1028,29 +1030,23 @@ void RendererD3D9::PlatformSpecificClear(const Float4 &color, bool depth_flag, int stencil, bool stencil_flag) { - // is this safe to call inside BeginScene/EndScene? - CComPtr<IDirect3DSurface9> current_surface; - if (!HR(d3d_device()->GetRenderTarget(0, ¤t_surface))) - return; - - CComPtr<IDirect3DSurface9> current_depth_surface; - if (!HR(d3d_device()->GetDepthStencilSurface(¤t_depth_surface))) - return; - - // Conditionally clear the properties of the back buffer based on the - // argument flags, and the existence of currently bound buffers. - HR(d3d_device_->Clear( + // Conditionally clear the properties of the current render target or back + // buffer based on the argument flags, and the existence of currently bound + // buffers. + if (!HR(d3d_device_->Clear( 0, NULL, - ((color_flag && current_surface) ? D3DCLEAR_TARGET : 0) | - ((depth_flag && current_depth_surface) ? D3DCLEAR_ZBUFFER : 0) | - ((stencil_flag && current_depth_surface) ? D3DCLEAR_STENCIL : 0), + ((current_d3d_surface_ && color_flag) ? D3DCLEAR_TARGET : 0) | + ((current_d3d_depth_surface_ && depth_flag) ? D3DCLEAR_ZBUFFER : 0) | + ((current_d3d_depth_surface_ && stencil_flag ? D3DCLEAR_STENCIL : 0)), D3DCOLOR_COLORVALUE(color[0], color[1], color[2], color[3]), depth, - stencil)); + stencil))) { + DLOG(ERROR) << "Clear Failed."; + } } void RendererD3D9::SetViewportInPixels(int left, @@ -1426,6 +1422,9 @@ bool RendererD3D9::PlatformSpecificStartRendering() { back_buffer_depth_surface_ = NULL; } + current_d3d_surface_ = back_buffer_surface_; + current_d3d_depth_surface_ = back_buffer_depth_surface_; + return result; } @@ -1449,6 +1448,9 @@ void RendererD3D9::PlatformSpecificEndDraw() { } void RendererD3D9::PlatformSpecificFinishRendering() { + current_d3d_surface_ = NULL; + current_d3d_depth_surface_ = NULL; + if (have_device_) { // Release the back-buffer references. back_buffer_surface_ = NULL; @@ -1559,11 +1561,17 @@ void RendererD3D9::SetRenderSurfacesPlatformSpecific( // At least one of the surfaces must be non-null. DCHECK(d3d_surface || d3d_depth_surface); + current_d3d_surface_ = d3d_surface; + current_d3d_depth_surface_ = d3d_depth_surface; + HR(d3d_device()->SetRenderTarget(0, d3d_surface)); HR(d3d_device()->SetDepthStencilSurface(d3d_depth_surface)); } void RendererD3D9::SetBackBufferPlatformSpecific() { + current_d3d_surface_ = back_buffer_surface_; + current_d3d_depth_surface_ = back_buffer_depth_surface_; + HR(d3d_device()->SetRenderTarget(0, back_buffer_surface_)); HR(d3d_device()->SetDepthStencilSurface(back_buffer_depth_surface_)); } |