Re: [3/6] WineD3D: A function for checking if a surface is offscreen
2009/12/2 Stefan Dösinger <stefan(a)codeweavers.com>:
@@ -5674,7 +5674,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, IWineD3DSwapChain *swapchain;
swapchain = get_swapchain(surface); - if (swapchain) { + if (!surface_is_offscreen(surface)) { That's ok, but the code that sets up the scissor rect further down also uses "swapchain" like this. Also, some of the changes to e.g. read_from_framebuffer() in patch 4 are really the same as what you're doing in this patch.
Btw, note that the surface being offscreen is the common case, and onscreen surfaces are the exception. Maybe surface_is_onscreen() makes more sense, but I'll leave that up to you.
Am 02.12.2009 um 22:10 schrieb Henri Verbeet:
Btw, note that the surface being offscreen is the common case, and onscreen surfaces are the exception. Maybe surface_is_onscreen() makes more sense, but I'll leave that up to you. I think its better to keep offscreen rendering the special case since we also have render_upside_down as the special case.
participants (2)
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Henri Verbeet -
Stefan Dösinger