Commit 9331c791 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Remove the D3DSWAPEFFECT_DISCARD debug clear code.

parent e4a0767e
......@@ -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)))
{
......
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