Am Montag, 15. Juni 2009 16:19:22 schrieb Henri Verbeet:
2009/6/15 Stefan Dösinger stefan@codeweavers.com:
In the current code, we don't do that, because only via ddraw.dll the use of client storage can change, and only d3d9 can use sRGB textures.
No, SFLAG_CLIENT only depends on the availability of the extension, and other surface flags. Since neither of those will be different between the RGB and sRGB textures of a given surface, neither will SFLAG_CLIENT.
It does also depend on texture conversion. If we're using a converted texture, the texture data is different from resource.allocatedMemory, in which case we disable client storage.