[PATCH 02/10] wined3d: Don't use filtering on textures that need complex fixups in swapchain_blit().

Henri Verbeet hverbeet at codeweavers.com
Tue Mar 16 13:02:14 CDT 2010


For example, interpolating palette indices doesn't have the desired result.
Should we really want filtering for these cases we could implement it inside
the relevant shaders, after the fixup, but I doubt it's worth the effort.
---
 dlls/wined3d/swapchain.c |    3 +++
 1 files changed, 3 insertions(+), 0 deletions(-)

diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index c99b1c9..df1638f 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -152,6 +152,9 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
             tex_bottom /= src_h;
         }
 
+        if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
+            gl_filter = GL_NEAREST;
+
         ENTER_GL();
         context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);
 
-- 
1.6.4.4




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