[4/5] WineD3D: Manage SFLAG_CLIENT separately for RGB and SRGB textures

Stefan Dösinger stefan at codeweavers.com
Mon Jun 15 15:05:53 CDT 2009


Am Montag, 15. Juni 2009 16:19:22 schrieb Henri Verbeet:
> 2009/6/15 Stefan Dösinger <stefan at codeweavers.com>:
> > In the current code, we don't do that, because only via ddraw.dll the use
> > of client storage can change, and only d3d9 can use sRGB textures.
>
> No, SFLAG_CLIENT only depends on the availability of the extension,
> and other surface flags. Since neither of those will be different
> between the RGB and sRGB textures of a given surface, neither will
> SFLAG_CLIENT.
It does also depend on texture conversion. If we're using a converted texture, 
the texture data is different from resource.allocatedMemory, in which case we 
disable client storage.






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