Commit cf66ebb8 by vangelis@chromium.org

Renaming Context::mDepthStencilDirty flag to mDepthStencilInitialized to avoid breaking consistency

http://codereview.appspot.com/2187041/ (Having trouble checking it in with gcl so going straight to subversion) git-svn-id: https://angleproject.googlecode.com/svn/trunk@420 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 85dc42bf
...@@ -315,7 +315,7 @@ void Context::markAllStateDirty() ...@@ -315,7 +315,7 @@ void Context::markAllStateDirty()
mAppliedRenderTargetSerial = 0; mAppliedRenderTargetSerial = 0;
mAppliedDepthbufferSerial = 0; mAppliedDepthbufferSerial = 0;
mAppliedStencilbufferSerial = 0; mAppliedStencilbufferSerial = 0;
mDepthStencilDirty = true; mDepthStencilInitialized = false;
mAppliedProgram = 0; mAppliedProgram = 0;
mClearStateDirty = true; mClearStateDirty = true;
...@@ -1608,12 +1608,12 @@ bool Context::applyRenderTarget(bool ignoreViewport) ...@@ -1608,12 +1608,12 @@ bool Context::applyRenderTarget(bool ignoreViewport)
if (depthbufferSerial != mAppliedDepthbufferSerial || if (depthbufferSerial != mAppliedDepthbufferSerial ||
stencilbufferSerial != mAppliedStencilbufferSerial || stencilbufferSerial != mAppliedStencilbufferSerial ||
mDepthStencilDirty) !mDepthStencilInitialized)
{ {
device->SetDepthStencilSurface(depthStencil); device->SetDepthStencilSurface(depthStencil);
mAppliedDepthbufferSerial = depthbufferSerial; mAppliedDepthbufferSerial = depthbufferSerial;
mAppliedStencilbufferSerial = stencilbufferSerial; mAppliedStencilbufferSerial = stencilbufferSerial;
mDepthStencilDirty = false; mDepthStencilInitialized = true;
} }
D3DVIEWPORT9 viewport; D3DVIEWPORT9 viewport;
......
...@@ -454,7 +454,7 @@ class Context ...@@ -454,7 +454,7 @@ class Context
unsigned int mAppliedRenderTargetSerial; unsigned int mAppliedRenderTargetSerial;
unsigned int mAppliedDepthbufferSerial; unsigned int mAppliedDepthbufferSerial;
unsigned int mAppliedStencilbufferSerial; unsigned int mAppliedStencilbufferSerial;
bool mDepthStencilDirty; bool mDepthStencilInitialized;
bool mSupportsShaderModel3; bool mSupportsShaderModel3;
std::map<D3DFORMAT, bool *> mMultiSampleSupport; std::map<D3DFORMAT, bool *> mMultiSampleSupport;
......
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