I think this works about as well as it's going to. There may be a theoretical issue that GDI draws to the window should end up in the backbuffer after a flip, but I don't think we have tests showing that to actually be the case, and generally speaking I'm not all that worried about it.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/swapchain.c | 7 ------- 1 file changed, 7 deletions(-)
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c index 60b8613..fb89099 100644 --- a/dlls/wined3d/swapchain.c +++ b/dlls/wined3d/swapchain.c @@ -469,14 +469,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, }
if (swapchain->render_to_fbo) - { - static unsigned int once; - - if (swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_FLIP && !once++) - FIXME("WINED3D_SWAP_EFFECT_FLIP not implemented.\n"); - swapchain_blit(swapchain, context, src_rect, dst_rect); - }
if (swapchain->num_contexts > 1) gl_info->gl_ops.gl.p_glFinish();