[PATCH 2/2] wined3d: Execute all CS commands before setting palette entries.
From: Józef Kucia <jkucia(a)codeweavers.com> This is not the most performant solution. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=44796 Signed-off-by: Józef Kucia <jkucia(a)codeweavers.com> --- dlls/wined3d/palette.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/dlls/wined3d/palette.c b/dlls/wined3d/palette.c index 2436100238aa..d78a364aaf52 100644 --- a/dlls/wined3d/palette.c +++ b/dlls/wined3d/palette.c @@ -98,6 +98,8 @@ HRESULT CDECL wined3d_palette_set_entries(struct wined3d_palette *palette, palette, flags, start, count, entries); TRACE("Palette flags: %#x.\n", palette->flags); + wined3d_cs_finish(palette->device->cs, WINED3D_CS_QUEUE_DEFAULT); + if (palette->flags & WINED3D_PALETTE_8BIT_ENTRIES) { const BYTE *entry = (const BYTE *)entries; -- 2.19.2
On Sat, 12 Jan 2019 at 14:53, Józef Kucia <joseph.kucia(a)gmail.com> wrote:
This is not the most performant solution.
Thanks. I think in principle what we'd want to do is to implement palettes on top of 1D textures, so we could use wined3d_device_update_sub_resource() on them.
participants (3)
-
Henri Verbeet -
Henri Verbeet -
Józef Kucia