ddraw: Allow creating back buffer for pre-DirectX 7 interfaces.

Oldřich Jedlička oldium.pro at seznam.cz
Tue Jul 20 00:56:50 CDT 2010


Hi Stefan,

On Tuesday 20 July 2010 00:01:13 Stefan Dösinger wrote:
> Am 19.07.2010 um 21:24 schrieb Oldřich Jedlička:
> > Hi Stefan,
> > 
> > On Monday 19 July 2010 20:56:35 Stefan Dösinger wrote:
> >> Allowing the creation of the surface is most likely not enough, the
> >> backbuffer has to be useable after it has been created. Specifically,
> >> when the app attaches the backbuffer to the frontbuffer(assuming this
> >> works, needs a test) wined3d has to be made aware of the change -
> >> there's a SetFrontBackBuffers method in the wined3d device to
> >> reconfigure the primary swapchain.
> > 
> > There is at least one game verified to work with CreateSurface method
> > that allows creation of back buffers - Bulanci (Combat Pillows, bug
> > #9008). But I have to admit that I don't know the internals of WineD3D,
> > nor DirectX.
> 
> You probably get away with not dealing with AddAttachedSurface by luck.
> With the GDI 2D renderer ddraw passes the attached backbuffer explicitly
> to wined3d. With the GL renderer you may not be so lucky because it may
> render to an offscreen texture instead of the backbuffer.

This is unfortunately out of my scope (I've never done DirectX/OpenGL 
programming). I will need help in this area. I can have a look at the code to 
understand the difference (from the code perspective) between backbuffer and 
offscreen texture.



More information about the wine-devel mailing list