[8/8] WineD3D: Use the source surface's texture for writing the backup

H. Verbeet hverbeet at gmail.com
Wed Feb 28 11:46:00 CST 2007

On 28/02/07, Stefan Dösinger <stefan at codeweavers.com> wrote:
>The hwstretch blit code creates a new texture each time it is called
to back up the back buffer and
>releases it afterwards. It is more efficient to keep the texture and
release it with the surface. This
>patch uses the source surface's texture to do the job. Because the
source surface is an active render
>target its texture is either only needed for blitting(onscreen
target) or will be completely overwritten
>on the next render target change(offscreen target).
Is this supposed to work with FBOs?

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