WineD3D: DDS file writer

Stefan Dösinger stefandoesinger at gmx.at
Tue Jul 25 09:52:16 CDT 2006


Am Dienstag 25 Juli 2006 16:39 schrieb H. Verbeet:
> On 25/07/06, Stefan Dösinger <stefan at codeweavers.com> wrote:
> > I have written this function while debugging the font issue in
> > Battlefield 1942. It writes the surface contents unmodified in a .dds
> > file which can be read by the dxtex utility in the DirectX sdk, and a few
> > Linux applications. It doesn't have to convert the surface's content, so
> > it minimizes possible bugs in the dumping code. I have #if 0 -ed the code
> > because it is only needed for debugging and can be activated as needed,
> > but I think it can be quite useful to debug issues with compressed
> > surfaces.
>
> Why is this in surface_gdi.c instead of surface.c?
Because unlike IWineD3DSurface_SaveSnapshot it doesn't save the contents of 
the GL texture, but the content of the local surface memory. The opengl 
version of this file would read the compressed opengl data back and write it 
to the file.
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