[dx98] Clear if discard
Jason Edmeades
us at the-edmeades.demon.co.uk
Sun Nov 16 16:59:39 CST 2003
I dont like this fix as it has an overhead on every frame, but a simple
demo I had just wont work unless I clear the backbuffer after a display
(It used discard mode).
Changelog
If swap mode is discard, clear the backbuffer before moving onto the
next frame
Jason
-------------- next part --------------
diff -u3 dlls/d3d8/dx97/device.c dlls/d3d8/device.c
--- dlls/d3d8/dx97/device.c 2003-11-16 14:23:41.000000000 +0000
+++ dlls/d3d8/device.c 2003-11-16 15:24:33.000000000 +0000
@@ -483,6 +483,9 @@
ENTER_GL();
+ if (pSourceRect || pDestRect) FIXME("Unhandled present options %p/%p\n", pSourceRect, pDestRect);
+
+
glXSwapBuffers(This->display, This->drawable);
/* Dont call checkGLcall, as glGetError is not applicable here */
TRACE("glXSwapBuffers called, Starting new frame\n");
@@ -541,6 +544,11 @@
#endif
LEAVE_GL();
+ /* Although this is not strictly required, a simple demo showed this does occur
+ on (at least non-debug) d3d */
+ if (This->PresentParms.SwapEffect == D3DSWAPEFFECT_DISCARD) {
+ IDirect3DDevice8Impl_Clear(iface, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
+ }
return D3D_OK;
}
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