On 30 April 2015 at 00:00, Stefan Dösinger stefan@codeweavers.com wrote:
@@ -341,6 +341,8 @@ void wined3d_resource_update_draw_binding(struct wined3d_resource *resource) resource->draw_binding = WINED3D_LOCATION_DRAWABLE; else if (resource->multisample_type) resource->draw_binding = WINED3D_LOCATION_RB_MULTISAMPLE;
- else if (resource->gl_type == WINED3D_GL_RES_TYPE_RB)
resource->draw_binding = WINED3D_LOCATION_RB_RESOLVED;
I haven't looked much into what actually happens now, but the last time I looked at using renderbuffers for FBO attachments, one of the issues that came up was the initial surface contents. Right now we handle that by clearing WINED3D_LOCATION_SYSMEM and marking it current, but that won't work so well for renderbuffers. Somewhat related, does WINED3DFMT_D16_LOCKABLE need special handling?