[Bug 22290] PlayOnline viewer can't be resized in windowed mode

wine-bugs at winehq.org wine-bugs at winehq.org
Fri Apr 9 14:52:34 CDT 2010


http://bugs.winehq.org/show_bug.cgi?id=22290





--- Comment #8 from Stefan Dösinger <stefandoesinger at gmx.at>  2010-04-09 14:52:33 ---
Created an attachment (id=27304)
 --> (http://bugs.winehq.org/attachment.cgi?id=27304)
Pol fix

The app uses a 32 bit depth buffer, which doesn't work with the D24S8 onscreen
depth buffer we request from WGL(that's a bug on its own). So wined3d falls
back to rendering the backbuffer offscreen.

Unfortunately, there's a bug in the context manager that activates FBOs in this
situation even if the app actually tries to access the front buffer. No good.
This happens when the app tries to blit the backbuffer onto the front buffer(it
has to, it's the only way when rendering to a window in ddraw.

The attached patch fixes the game, but it does two things: First, it avoids
falling back to offscreen rendering when the front buffer is requested as
target surface. This fixes the GL errors, but doesn't fix the black screen.

Second, it allows the Present-instead-of-blit hack with stretching, since
Present() can now do that. This should be done in a nicer way though. The
present-blit hack should old be used when using backbuffer ORM or be removed
entirely. It's an old hack that was needed to make windowed d3d7 useable on old
drivers. Now that we have FBOs pretty much everywhere it's not much of a
concern any longer.

I'm surprised that the context.c part doesn't fix the black screen. However,
even if I force backbuffer ORM I get a black screen. Is this expected? Or yet
another regression of top of the two known ones?

-- 
Configure bugmail: http://bugs.winehq.org/userprefs.cgi?tab=email
Do not reply to this email, post in Bugzilla using the
above URL to reply.
------- You are receiving this mail because: -------
You are watching all bug changes.


More information about the wine-bugs mailing list