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wine
wine-winehq
Commits
09443f14
Commit
09443f14
authored
Jul 18, 2012
by
Henri Verbeet
Committed by
Alexandre Julliard
Jul 19, 2012
Browse files
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Plain Diff
wined3d: Enable "AlwaysOffscreen" by default.
parent
8a95eb06
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Showing
3 changed files
with
28 additions
and
23 deletions
+28
-23
visual.c
dlls/d3d8/tests/visual.c
+11
-9
visual.c
dlls/d3d9/tests/visual.c
+13
-10
wined3d_main.c
dlls/wined3d/wined3d_main.c
+4
-4
No files found.
dlls/d3d8/tests/visual.c
View file @
09443f14
...
...
@@ -1983,11 +1983,6 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
backbuffer
,
depth_stencil
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
IDirect3DSurface8_Release
(
depth_stencil
);
IDirect3DSurface8_Release
(
backbuffer
);
IDirect3DSurface8_Release
(
rt3
);
IDirect3DSurface8_Release
(
rt2
);
IDirect3DSurface8_Release
(
rt1
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
...
...
@@ -2015,6 +2010,12 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
hr
=
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed (0x%08x)
\n
"
,
hr
);
IDirect3DSurface8_Release
(
depth_stencil
);
IDirect3DSurface8_Release
(
backbuffer
);
IDirect3DSurface8_Release
(
rt3
);
IDirect3DSurface8_Release
(
rt2
);
IDirect3DSurface8_Release
(
rt1
);
}
/* Test that partial depth copies work the way they're supposed to. The clear
...
...
@@ -2086,10 +2087,6 @@ static void depth_buffer2_test(IDirect3DDevice8 *device)
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
backbuffer
,
depth_stencil
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
IDirect3DSurface8_Release
(
depth_stencil
);
IDirect3DSurface8_Release
(
backbuffer
);
IDirect3DSurface8_Release
(
rt2
);
IDirect3DSurface8_Release
(
rt1
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
...
...
@@ -2115,6 +2112,11 @@ static void depth_buffer2_test(IDirect3DDevice8 *device)
hr
=
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed (0x%08x)
\n
"
,
hr
);
IDirect3DSurface8_Release
(
depth_stencil
);
IDirect3DSurface8_Release
(
backbuffer
);
IDirect3DSurface8_Release
(
rt2
);
IDirect3DSurface8_Release
(
rt1
);
}
static
void
intz_test
(
IDirect3DDevice8
*
device
)
...
...
dlls/d3d9/tests/visual.c
View file @
09443f14
...
...
@@ -11362,10 +11362,6 @@ static void depth_buffer_test(IDirect3DDevice9 *device)
hr
=
IDirect3DDevice9_SetRenderTarget
(
device
,
0
,
backbuffer
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
IDirect3DSurface9_Release
(
backbuffer
);
IDirect3DSurface9_Release
(
rt3
);
IDirect3DSurface9_Release
(
rt2
);
IDirect3DSurface9_Release
(
rt1
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
...
...
@@ -11393,6 +11389,11 @@ static void depth_buffer_test(IDirect3DDevice9 *device)
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed (0x%08x)
\n
"
,
hr
);
IDirect3DSurface9_Release
(
backbuffer
);
IDirect3DSurface9_Release
(
rt3
);
IDirect3DSurface9_Release
(
rt2
);
IDirect3DSurface9_Release
(
rt1
);
}
/* Test that partial depth copies work the way they're supposed to. The clear
...
...
@@ -11461,9 +11462,6 @@ static void depth_buffer2_test(IDirect3DDevice9 *device)
hr
=
IDirect3DDevice9_SetRenderTarget
(
device
,
0
,
backbuffer
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
IDirect3DSurface9_Release
(
backbuffer
);
IDirect3DSurface9_Release
(
rt2
);
IDirect3DSurface9_Release
(
rt1
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
...
...
@@ -11489,6 +11487,10 @@ static void depth_buffer2_test(IDirect3DDevice9 *device)
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed (0x%08x)
\n
"
,
hr
);
IDirect3DSurface9_Release
(
backbuffer
);
IDirect3DSurface9_Release
(
rt2
);
IDirect3DSurface9_Release
(
rt1
);
}
static
void
depth_blit_test
(
IDirect3DDevice9
*
device
)
...
...
@@ -11595,9 +11597,6 @@ static void depth_blit_test(IDirect3DDevice9 *device)
ok
(
SUCCEEDED
(
hr
),
"Clear failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_StretchRect
(
device
,
ds2
,
NULL
,
ds1
,
NULL
,
D3DTEXF_POINT
);
ok
(
SUCCEEDED
(
hr
),
"StretchRect failed, hr %#x.
\n
"
,
hr
);
IDirect3DSurface9_Release
(
ds3
);
IDirect3DSurface9_Release
(
ds2
);
IDirect3DSurface9_Release
(
ds1
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
...
...
@@ -11624,6 +11623,10 @@ static void depth_blit_test(IDirect3DDevice9 *device)
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed (0x%08x)
\n
"
,
hr
);
IDirect3DSurface9_Release
(
ds3
);
IDirect3DSurface9_Release
(
ds2
);
IDirect3DSurface9_Release
(
ds1
);
}
static
void
intz_test
(
IDirect3DDevice9
*
device
)
...
...
dlls/wined3d/wined3d_main.c
View file @
09443f14
...
...
@@ -87,7 +87,7 @@ struct wined3d_settings wined3d_settings =
NULL
,
/* No wine logo by default */
TRUE
,
/* Multisampling enabled by default. */
FALSE
,
/* No strict draw ordering. */
FALSE
,
/* T
ry to render onscreen by default. */
TRUE
,
/* Don't t
ry to render onscreen by default. */
};
/* Do not call while under the GL lock. */
...
...
@@ -338,10 +338,10 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
wined3d_settings
.
strict_draw_ordering
=
TRUE
;
}
if
(
!
get_config_key
(
hkey
,
appkey
,
"AlwaysOffscreen"
,
buffer
,
size
)
&&
!
strcmp
(
buffer
,
"
en
abled"
))
&&
!
strcmp
(
buffer
,
"
dis
abled"
))
{
TRACE
(
"
A
lways rendering backbuffers offscreen.
\n
"
);
wined3d_settings
.
always_offscreen
=
TRU
E
;
TRACE
(
"
Not a
lways rendering backbuffers offscreen.
\n
"
);
wined3d_settings
.
always_offscreen
=
FALS
E
;
}
}
if
(
wined3d_settings
.
vs_mode
==
VS_HW
)
...
...
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