Henri Verbeet : wined3d: Don' t use filtering on textures that need complex fixups in swapchain_blit().

Alexandre Julliard julliard at winehq.org
Wed Mar 17 12:19:04 CDT 2010


Module: wine
Branch: master
Commit: 60e98cc3ad463d3451becb1033c97cb19445a6d1
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=60e98cc3ad463d3451becb1033c97cb19445a6d1

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Tue Mar 16 19:02:14 2010 +0100

wined3d: Don't use filtering on textures that need complex fixups in swapchain_blit().

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);
 




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