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

Stefan Dösinger stefan at codeweavers.com
Tue Jun 16 00:33:45 CDT 2009


Am Montag, 15. Juni 2009 22:20:33 schrieb Henri Verbeet:
> Sure, but unless you split up SFLAG_CONVERTED first, that flag is also
> the same for RGB and sRGB.
You've got a point here, I'll put the patch into my hack collection for now 
until I find something better. Probably we should put the per GL texture 
stuff into a dedicated structure and have an array of them in the D3D 
surface. Kinda like we have the compiled shaders in a d3d shader



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