[PATCH 1/5] wined3d: Properly check for the front buffer in d3dfmt_get_conv().

Henri Verbeet hverbeet at codeweavers.com
Mon Dec 2 05:07:34 CST 2013


---
 dlls/wined3d/surface.c |    2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

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;
-- 
1.7.10.4




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