Roderick Colenbrander : wined3d: Fix a postpixelshader_blending bug.

Alexandre Julliard julliard at winehq.org
Mon Mar 31 09:15:18 CDT 2008


Module: wine
Branch: master
Commit: 76014205de3cbd73fe761db8f86fcdb178bb0189
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=76014205de3cbd73fe761db8f86fcdb178bb0189

Author: Roderick Colenbrander <thunderbird2k at gmx.net>
Date:   Sat Mar 29 14:48:15 2008 +0000

wined3d: Fix a postpixelshader_blending bug.

---

 dlls/d3d9/tests/visual.c |    2 +-
 dlls/wined3d/state.c     |    5 +++--
 2 files changed, 4 insertions(+), 3 deletions(-)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 8916649..a129621 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -7857,7 +7857,7 @@ static void pixelshader_blending_test(IDirect3DDevice9 *device)
              * reports. On Vista Nvidia seems to report 0x00ffffff on Geforce7 cards. */
             color = getPixelColor(device, 320, 240);
             trace("[No blending] %s: expected %x  or 0x00ffffff, result=%x\n", test_formats[fmt_index].fmtName, test_formats[fmt_index].resultColorNoBlending, color);
-            todo_wine ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending), "Offscreen failed for %s: expected garbage but color %#08x, matches the result we would have with blending. (todo)\n", test_formats[fmt_index].fmtName, color);
+            ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending), "Offscreen failed for %s: expected no color blending but received it anyway.\n", test_formats[fmt_index].fmtName);
         }
 
         IDirect3DDevice9_SetTexture(device, 0, NULL);
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 1718273..8a8a634 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -246,8 +246,9 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
         const GlPixelFormatDesc *glDesc;
         getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
 
-        /* When pixel shaders are used on a format that doesn't offer blending, disable blending else we could face a big performance penalty. */
-        if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) && use_ps(stateblock->wineD3DDevice)) {
+        /* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
+         * The d3d9 visual test confirms the behavior. */
+        if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
             glDisable(GL_BLEND);
             checkGLcall("glDisable GL_BLEND");
             return;




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