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wine
wine-cw
Commits
9331c791
Commit
9331c791
authored
Oct 08, 2013
by
Stefan Dösinger
Committed by
Alexandre Julliard
Oct 08, 2013
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wined3d: Remove the D3DSWAPEFFECT_DISCARD debug clear code.
parent
e4a0767e
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swapchain.c
dlls/wined3d/swapchain.c
+0
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dlls/wined3d/swapchain.c
View file @
9331c791
...
...
@@ -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
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
};
TRACE
(
"Clearing the color buffer with cyan color
\n
"
);
wined3d_device_clear
(
swapchain
->
device
,
0
,
NULL
,
WINED3DCLEAR_TARGET
,
&
cyan
,
1
.
0
f
,
0
);
}
if
(
!
swapchain
->
render_to_fbo
&&
((
swapchain
->
front_buffer
->
flags
&
SFLAG_INSYSMEM
)
||
(
back_buffer
->
flags
&
SFLAG_INSYSMEM
)))
{
...
...
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