From: Józef Kucia jkucia@codeweavers.com
This is not the most performant solution.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=44796 Signed-off-by: Józef Kucia jkucia@codeweavers.com --- dlls/wined3d/palette.c | 2 ++ 1 file changed, 2 insertions(+)
diff --git a/dlls/wined3d/palette.c b/dlls/wined3d/palette.c index 2436100238aa..d78a364aaf52 100644 --- a/dlls/wined3d/palette.c +++ b/dlls/wined3d/palette.c @@ -98,6 +98,8 @@ HRESULT CDECL wined3d_palette_set_entries(struct wined3d_palette *palette, palette, flags, start, count, entries); TRACE("Palette flags: %#x.\n", palette->flags);
+ wined3d_cs_finish(palette->device->cs, WINED3D_CS_QUEUE_DEFAULT); + if (palette->flags & WINED3D_PALETTE_8BIT_ENTRIES) { const BYTE *entry = (const BYTE *)entries;
On Sat, 12 Jan 2019 at 14:53, Józef Kucia joseph.kucia@gmail.com wrote:
This is not the most performant solution.
Thanks. I think in principle what we'd want to do is to implement palettes on top of 1D textures, so we could use wined3d_device_update_sub_resource() on them.