On Fri, 5 Mar 2021 at 17:06, Matteo Bruni mbruni@codeweavers.com wrote:
- if (dst_rect->right >= swapchain_vk->width || dst_rect->bottom >= swapchain_vk->height)
- {
dst_rect_tmp = *dst_rect;
if (dst_rect->right >= swapchain_vk->width)
dst_rect_tmp.right = swapchain_vk->width - 1;
if (dst_rect->bottom >= swapchain_vk->height)
dst_rect_tmp.bottom = swapchain_vk->height - 1;
dst_rect = &dst_rect_tmp;
- }
That's off by one. (And indeed, causes rows of missing pixels along the bottom and right of the window, as well as some blurriness.)
@@ -1142,8 +1162,16 @@ static void wined3d_swapchain_vk_blit(struct wined3d_swapchain_vk *swapchain_vk, present_desc.pSwapchains = &swapchain_vk->vk_swapchain; present_desc.pImageIndices = &image_idx; present_desc.pResults = NULL;
- if ((vr = VK_CALL(vkQueuePresentKHR(device_vk->vk_queue, &present_desc))))
- vr = VK_CALL(vkQueuePresentKHR(device_vk->vk_queue, &present_desc));
- if (vr == VK_ERROR_OUT_OF_DATE_KHR)
- {
if (FAILED(hr = wined3d_swapchain_vk_recreate(swapchain_vk)))
ERR("Failed to recreate swapchain, hr %#x.\n", hr);
- }
- else if (vr)
- { ERR("Present returned vr %s.\n", wined3d_debug_vkresult(vr));
- }
}
That's probably fine for typical games, but should we perhaps retry the blit for applications that present infrequently?