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Am 2015-07-15 um 14:41 schrieb Henri Verbeet:
On 15 July 2015 at 13:58, Stefan Dösinger stefandoesinger@gmail.com wrote:
Yeah, it's ugly, but in the patchset I kept it for now because there are plenty of other problems to solve as well. How we flip the surfaces or surface contents is fairly easy to separate from the rest of the issues we need to fix.
I think it's kind of fundamental to the overall design. (And I think I mentioned this before.)
Do you have any thoughts on how this should work? Otherwise my plan is to go for the client lib callback idea (or make the client libs update their pointers automatically after a present call) and write some tests for how dxgi swap effects and multiple backbuffers work and see what happens.
I'll resend the GL drawable clipping and frontbuffer size patches soon and plan to go on to add separate texture pointers in the swapchain for the WGL back and front buffers. The WGL back buffer is needed to use wined3d_surface_blt from the FBO back buffer to the WGL back buffer. The front buffer separation is for consistency for now, but will later be used to separate the shadow front buffer from the real front buffer. I don't expect the flipping solution to influence this because we'll never flip the WGL buffers and at best invalidate their non-drawable locations.
(Wrt the polygon offset stuff, I'm waiting for Matteo's test draw work before resending that).