Clear out FBO targets correctly.

This commit is contained in:
Themaister 2013-04-21 15:39:14 +02:00
parent e696f1b18f
commit ff75660c45

View File

@ -264,13 +264,17 @@ bool RenderChain::render(const void *data,
out_width, out_height,
current_width, current_height, final_viewport);
// Clear out whole FBO.
D3DVIEWPORT9 viewport = {0};
viewport.X = 0;
viewport.Y = 0;
viewport.Width = out_width;
viewport.Height = out_height;
viewport.Width = to_pass.info.tex_w;
viewport.Height = to_pass.info.tex_h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
dev->SetViewport(&viewport);
dev->Clear(0, 0, D3DCLEAR_TARGET, 0, 1, 0);
viewport.Width = out_width;
viewport.Height = out_height;
set_viewport(viewport);
set_vertices(from_pass,
@ -650,17 +654,6 @@ void RenderChain::render_pass(Pass &pass, unsigned pass_index)
bind_luts(pass);
bind_tracker(pass, pass_index);
// Clear out whole framebuffer incase we change viewports mid-way to avoid stale garbage.
// Last pass we render to an already cleared back buffer.
if (pass_index < passes.size())
{
D3DRECT clear_rect;
clear_rect.x1 = clear_rect.y1 = 0;
clear_rect.x2 = passes[pass_index].info.tex_w;
clear_rect.y2 = passes[pass_index].info.tex_h;
dev->Clear(1, &clear_rect, D3DCLEAR_TARGET, 0, 1, 0);
}
if (SUCCEEDED(dev->BeginScene()))
{
dev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);