• Henri Verbeet's avatar
    wined3d: Avoid some needless depth buffer copies. · f09b8e45
    Henri Verbeet authored
    If an application switches between render targets of a different size, but
    with the same depth/stencil surface it'll typically clear the depth/stencil
    surface before drawing. However, in case of the smaller render target that
    wouldn't be a full clear, so we'd have to do a depth copy if we also switched
    between onscreen and offscreen rendering. Keeping track of which part of the
    depth/stencil surface is current for onscreen/offscreen allows us to avoid
    most of these kinds of copies. The current scheme requires the current/dirty
    rectangle to have an origin at (0,0). This could be extended to an arbitrary
    rectangle, but the bookkeeping becomes somewhat more complex in that case, and
    it's not clear that there would be much of a benefit at this point.
    f09b8e45
surface.c 190 KB