Re: [8/8] WineD3D: Use the source surface's texture for writing the backup
28 Feb
2007
28 Feb
'07
5:46 p.m.
On 28/02/07, Stefan Dösinger <stefan(a)codeweavers.com> wrote:
The hwstretch blit code creates a new texture each time it is called to back up the back buffer and releases it afterwards. It is more efficient to keep the texture and release it with the surface. This patch uses the source surface's texture to do the job. Because the source surface is an active render target its texture is either only needed for blitting(onscreen target) or will be completely overwritten on the next render target change(offscreen target). Is this supposed to work with FBOs?
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H. Verbeet