[PATCH 4/5] wined3d: Remove the D3DSWAPEFFECT_DISCARD debug clear code.
Stefan Dösinger
stefan at codeweavers.com
Mon Oct 7 17:27:09 CDT 2013
---
dlls/wined3d/swapchain.c | 25 -------------------------
1 file changed, 25 deletions(-)
diff --git a/dlls/wined3d/swapchain.c b/dlls/wined3d/swapchain.c
index 2bab9ed..73243a9 100644
--- a/dlls/wined3d/swapchain.c
+++ b/dlls/wined3d/swapchain.c
@@ -566,31 +566,6 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
}
}
- /* This is disabled, but the code left in for debug purposes.
- *
- * Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
- * we can clear it with some ugly color to make bad drawing visible and ease debugging.
- * The Debug runtime does the same on Windows. However, a few games do not redraw the
- * screen properly, like Max Payne 2, which leaves a few pixels undefined.
- *
- * Tests show that the content of the back buffer after a discard flip is indeed not
- * reliable, so no game can depend on the exact content. However, it resembles the
- * old contents in some way, for example by showing fragments at other locations. In
- * general, the color theme is still intact. So Max payne, which draws rather dark scenes
- * gets a dark background image. If we clear it with a bright ugly color, the game's
- * bug shows up much more than it does on Windows, and the players see single pixels
- * with wrong colors.
- * (The Max Payne bug has been confirmed on Windows with the debug runtime) */
- if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
- {
- static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
-
- TRACE("Clearing the color buffer with cyan color\n");
-
- wined3d_device_clear(swapchain->device, 0, NULL,
- WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
- }
-
if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
|| (back_buffer->flags & SFLAG_INSYSMEM)))
{
--
1.8.1.5
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