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Actually I think we have a test that shows that if the surface is part of a texture it has resource type WINED3DRTYPE_TEXTURE. (Unverified, it's too late so I am too lazy to look for the exact test atm)
Am 08.03.2011 um 19:41 schrieb Henri Verbeet:
dlls/d3d9/device.c | 3 +-- 1 files changed, 1 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d9/device.c b/dlls/d3d9/device.c index 1dd6895..e008b31 100644 --- a/dlls/d3d9/device.c +++ b/dlls/d3d9/device.c @@ -1081,8 +1081,7 @@ static HRESULT WINAPI IDirect3DDevice9Impl_ColorFill(IDirect3DDevice9Ex *iface,
/* This method is only allowed with surfaces that are render targets, or * offscreen plain surfaces in D3DPOOL_DEFAULT. */
- if (!(desc.usage & WINED3DUSAGE_RENDERTARGET)
&& (desc.pool != WINED3DPOOL_DEFAULT || desc.resource_type != WINED3DRTYPE_SURFACE))
- if (!(desc.usage & WINED3DUSAGE_RENDERTARGET) && desc.pool != WINED3DPOOL_DEFAULT) { wined3d_mutex_unlock(); WARN("Surface is not a render target, or not a stand-alone D3DPOOL_DEFAULT surface\n");
-- 1.7.3.4
On 8 March 2011 23:48, Stefan Dösinger stefandoesinger@gmx.at wrote:
Actually I think we have a test that shows that if the surface is part of a texture it has resource type WINED3DRTYPE_TEXTURE. (Unverified, it's too late so I am too lazy to look for the exact test atm)
It's not working very well then, surfaces really do always have D3DRTYPE_SURFACE as resource type in Wine. Note that returning D3DRTYPE_TEXTURE for surfaces that are part of a texture would also imply that you can't distinguish between a surface and a texture IDirect3DResource9 pointer without doing QueryInterface() calls.