Henri Verbeet : wined3d: Properly check for the front buffer in d3dfmt_get_conv().
Alexandre Julliard
julliard at winehq.org
Mon Dec 2 13:37:51 CST 2013
Module: wine
Branch: master
Commit: 7052c87358ee3d54fc07cd4ae26f9cc21c530323
URL: http://source.winehq.org/git/wine.git/?a=commit;h=7052c87358ee3d54fc07cd4ae26f9cc21c530323
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Dec 2 12:07:34 2013 +0100
wined3d: Properly check for the front buffer in d3dfmt_get_conv().
---
dlls/wined3d/surface.c | 2 +-
1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index ac168dd..ccf6249 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1823,7 +1823,7 @@ static HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_
* in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
* conflicts with this.
*/
- if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
+ if (!((blit_supported && surface->swapchain && surface == surface->swapchain->front_buffer))
|| colorkey_active || !use_texturing)
{
format->glFormat = GL_RGBA;
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