[PATCH 4/5] wined3d: Store palettes in textures instead of in surfaces.

Stefan Dösinger stefandoesinger at gmail.com
Thu Apr 24 06:45:28 CDT 2014


This might work. A possible problem is that our code uses palettes to set
up the device context when getdc is called. This needs some more tests...


2014-04-24 12:46 GMT+02:00 Henri Verbeet <hverbeet at gmail.com>:

> On 24 April 2014 12:10, Stefan Dösinger <stefan at codeweavers.com> wrote:
> > Since palettes only really matter on frontbuffers we could also consider
> > removing them from wined3d entirely and performing the ddraw frontbuffer
> > present with a d3d draw and d3d shaders. This would mean that the shadow
> > frontbuffer remains in ddraw, and that Shader Model 2 cards are required
> > for hardware P8 conversion. (Unless we implement full d3d shader support
> > for older HW, which I consider unlikely.)
> Or we could just attach them to the swapchain.
>
>
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://www.winehq.org/pipermail/wine-devel/attachments/20140424/045219ca/attachment.html>


More information about the wine-devel mailing list