=?UTF-8?Q?Stefan=20D=C3=B6singer=20?=: wined3d: Don' t invert blits from offscreen surfaces.

Alexandre Julliard julliard at winehq.org
Tue Oct 1 14:54:28 CDT 2013


Module: wine
Branch: master
Commit: 723e518312fa7a030b444e714c118c335ad57699
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=723e518312fa7a030b444e714c118c335ad57699

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Tue Oct  1 13:05:39 2013 +0200

wined3d: Don't invert blits from offscreen surfaces.

---

 dlls/wined3d/arb_program_shader.c |    3 ++-
 1 files changed, 2 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 282c2d0..e1d2faa 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7460,7 +7460,8 @@ HRESULT arbfp_blit_surface(struct wined3d_device *device, DWORD filter,
 
     /* Now load the surface */
     if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
-            && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE)
+            && (src_surface->flags & (SFLAG_INTEXTURE | SFLAG_INDRAWABLE)) == SFLAG_INDRAWABLE
+            && !surface_is_offscreen(src_surface))
     {
         /* Without FBO blits transferring from the drawable to the texture is
          * expensive, because we have to flip the data in sysmem. Since we can




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