}
/* Context activation is done by the caller. */
-static void context_apply_draw_buffer(struct wined3d_context *context, BOOL blit)
+static void context_apply_draw_buffers(struct wined3d_context *context, UINT rt_count, IWineD3DSurfaceImpl **rts)
{
- const struct wined3d_gl_info *gl_info = context->gl_info;
- IWineD3DSurfaceImpl *rt = context->current_rt;
- IWineD3DDeviceImpl *device;
-
- device = rt->resource.device;
- if (!surface_is_offscreen(rt))
+ if (!surface_is_offscreen(rts[0]))
{
ENTER_GL();
- glDrawBuffer(surface_get_gl_buffer(rt));
+ glDrawBuffer(surface_get_gl_buffer(rts[0]));
checkGLcall("glDrawBuffer()");
LEAVE_GL();
}
ENTER_GL();
if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
- if (!blit)
- {
- unsigned int i;
-
- for (i = 0; i < gl_info->limits.buffers; ++i)
- {
- if (device->render_targets[i])
- context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
- else
- context->draw_buffers[i] = GL_NONE;
- }
+ const struct wined3d_gl_info *gl_info = context->gl_info;
+ unsigned int i;
- if (gl_info->supported[ARB_DRAW_BUFFERS])
- {
- GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
- checkGLcall("glDrawBuffers()");
- }
+ for (i = 0; i < gl_info->limits.buffers; ++i)
+ {
+ if (i < rt_count && rts[i])
+ context->draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
else
- {
- glDrawBuffer(context->draw_buffers[0]);
- checkGLcall("glDrawBuffer()");
- }
- } else {
- glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ context->draw_buffers[i] = GL_NONE;
+ }
+
+ if (gl_info->supported[ARB_DRAW_BUFFERS])
+ {
+ GL_EXTCALL(glDrawBuffersARB(gl_info->limits.buffers, context->draw_buffers));
+ checkGLcall("glDrawBuffers()");
+ }
+ else
+ {
+ glDrawBuffer(context->draw_buffers[0]);
checkGLcall("glDrawBuffer()");
}
}
else
{
- glDrawBuffer(device->offscreenBuffer);
+ glDrawBuffer(rts[0]->resource.device->offscreenBuffer);
checkGLcall("glDrawBuffer()");
}
LEAVE_GL();
if (context->draw_buffer_dirty)
{
- context_apply_draw_buffer(context, TRUE);
+ context_apply_draw_buffers(context, 1, &context->current_rt);
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
context->draw_buffer_dirty = FALSE;
}
if (context->draw_buffer_dirty)
{
- context_apply_draw_buffer(context, FALSE);
+ context_apply_draw_buffers(context, context->gl_info->limits.buffers, device->render_targets);
context->draw_buffer_dirty = FALSE;
}