2009/12/2 Stefan Dösinger stefan@codeweavers.com:
@@ -5674,7 +5674,7 @@ static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, IWineD3DSwapChain *swapchain;
swapchain = get_swapchain(surface);
- if (swapchain) {
- if (!surface_is_offscreen(surface)) {
That's ok, but the code that sets up the scissor rect further down also uses "swapchain" like this. Also, some of the changes to e.g. read_from_framebuffer() in patch 4 are really the same as what you're doing in this patch.
Btw, note that the surface being offscreen is the common case, and onscreen surfaces are the exception. Maybe surface_is_onscreen() makes more sense, but I'll leave that up to you.
Am 02.12.2009 um 22:10 schrieb Henri Verbeet:
Btw, note that the surface being offscreen is the common case, and onscreen surfaces are the exception. Maybe surface_is_onscreen() makes more sense, but I'll leave that up to you.
I think its better to keep offscreen rendering the special case since we also have render_upside_down as the special case.