[4/5] WineD3D: Manage SFLAG_CLIENT separately for RGB and SRGB textures

Henri Verbeet hverbeet at gmail.com
Mon Jun 15 15:20:33 CDT 2009


2009/6/15 Stefan Dösinger <stefan at codeweavers.com>:
> Am Montag, 15. Juni 2009 16:19:22 schrieb Henri Verbeet:
>> 2009/6/15 Stefan Dösinger <stefan at codeweavers.com>:
>> > In the current code, we don't do that, because only via ddraw.dll the use
>> > of client storage can change, and only d3d9 can use sRGB textures.
>>
>> No, SFLAG_CLIENT only depends on the availability of the extension,
>> and other surface flags. Since neither of those will be different
>> between the RGB and sRGB textures of a given surface, neither will
>> SFLAG_CLIENT.
> It does also depend on texture conversion. If we're using a converted texture,
> the texture data is different from resource.allocatedMemory, in which case we
> disable client storage.
>
Sure, but unless you split up SFLAG_CONVERTED first, that flag is also
the same for RGB and sRGB.



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