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wine
wine-cw
Commits
cd858dfa
Commit
cd858dfa
authored
Dec 13, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Dec 18, 2007
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wined3d: Disable the SWAPEFFECT_DISCARD clear.
parent
de6aba11
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18 additions
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2 deletions
+18
-2
swapchain.c
dlls/wined3d/swapchain.c
+18
-2
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dlls/wined3d/swapchain.c
View file @
cd858dfa
...
...
@@ -274,8 +274,24 @@ static HRESULT WINAPI IWineD3DSwapChainImpl_Present(IWineD3DSwapChain *iface, CO
}
#endif
if
(
This
->
presentParms
.
SwapEffect
==
WINED3DSWAPEFFECT_DISCARD
)
{
TRACE
(
"Clearing the color buffer with pink color
\n
"
);
/* 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
&&
This
->
presentParms
.
SwapEffect
==
WINED3DSWAPEFFECT_DISCARD
)
{
TRACE
(
"Clearing the color buffer with cyan color
\n
"
);
IWineD3DDevice_Clear
((
IWineD3DDevice
*
)
This
->
wineD3DDevice
,
0
,
NULL
,
WINED3DCLEAR_TARGET
,
0xff00ffff
,
1
.
0
,
0
);
...
...
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