Commit cd858dfa authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Disable the SWAPEFFECT_DISCARD clear.

parent de6aba11
...@@ -274,8 +274,24 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO ...@@ -274,8 +274,24 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
} }
#endif #endif
if (This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) { /* This is disabled, but the code left in for debug purposes.
TRACE("Clearing the color buffer with pink color\n"); *
* 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 && This->presentParms.SwapEffect == WINED3DSWAPEFFECT_DISCARD) {
TRACE("Clearing the color buffer with cyan color\n");
IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL, IWineD3DDevice_Clear((IWineD3DDevice*)This->wineD3DDevice, 0, NULL,
WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0); WINED3DCLEAR_TARGET, 0xff00ffff, 1.0, 0);
......
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