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wined3d: Enable "AlwaysOffscreen" by default.
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8a95eb0604
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09443f14e7
@ -1983,11 +1983,6 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
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hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DSurface8_Release(depth_stencil);
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IDirect3DSurface8_Release(backbuffer);
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IDirect3DSurface8_Release(rt3);
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IDirect3DSurface8_Release(rt2);
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IDirect3DSurface8_Release(rt1);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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@ -2015,6 +2010,12 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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IDirect3DSurface8_Release(depth_stencil);
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IDirect3DSurface8_Release(backbuffer);
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IDirect3DSurface8_Release(rt3);
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IDirect3DSurface8_Release(rt2);
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IDirect3DSurface8_Release(rt1);
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}
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/* Test that partial depth copies work the way they're supposed to. The clear
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@ -2086,10 +2087,6 @@ static void depth_buffer2_test(IDirect3DDevice8 *device)
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hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DSurface8_Release(depth_stencil);
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IDirect3DSurface8_Release(backbuffer);
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IDirect3DSurface8_Release(rt2);
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IDirect3DSurface8_Release(rt1);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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@ -2115,6 +2112,11 @@ static void depth_buffer2_test(IDirect3DDevice8 *device)
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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IDirect3DSurface8_Release(depth_stencil);
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IDirect3DSurface8_Release(backbuffer);
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IDirect3DSurface8_Release(rt2);
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IDirect3DSurface8_Release(rt1);
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}
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static void intz_test(IDirect3DDevice8 *device)
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@ -11362,10 +11362,6 @@ static void depth_buffer_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DSurface9_Release(backbuffer);
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IDirect3DSurface9_Release(rt3);
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IDirect3DSurface9_Release(rt2);
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IDirect3DSurface9_Release(rt1);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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@ -11393,6 +11389,11 @@ static void depth_buffer_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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IDirect3DSurface9_Release(backbuffer);
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IDirect3DSurface9_Release(rt3);
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IDirect3DSurface9_Release(rt2);
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IDirect3DSurface9_Release(rt1);
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}
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/* Test that partial depth copies work the way they're supposed to. The clear
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@ -11461,9 +11462,6 @@ static void depth_buffer2_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DSurface9_Release(backbuffer);
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IDirect3DSurface9_Release(rt2);
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IDirect3DSurface9_Release(rt1);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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@ -11489,6 +11487,10 @@ static void depth_buffer2_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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IDirect3DSurface9_Release(backbuffer);
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IDirect3DSurface9_Release(rt2);
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IDirect3DSurface9_Release(rt1);
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}
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static void depth_blit_test(IDirect3DDevice9 *device)
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@ -11595,9 +11597,6 @@ static void depth_blit_test(IDirect3DDevice9 *device)
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ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
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IDirect3DSurface9_Release(ds3);
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IDirect3DSurface9_Release(ds2);
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IDirect3DSurface9_Release(ds1);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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@ -11624,6 +11623,10 @@ static void depth_blit_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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IDirect3DSurface9_Release(ds3);
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IDirect3DSurface9_Release(ds2);
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IDirect3DSurface9_Release(ds1);
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}
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static void intz_test(IDirect3DDevice9 *device)
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@ -87,7 +87,7 @@ struct wined3d_settings wined3d_settings =
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NULL, /* No wine logo by default */
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TRUE, /* Multisampling enabled by default. */
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FALSE, /* No strict draw ordering. */
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FALSE, /* Try to render onscreen by default. */
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TRUE, /* Don't try to render onscreen by default. */
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};
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/* Do not call while under the GL lock. */
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@ -338,10 +338,10 @@ static BOOL wined3d_dll_init(HINSTANCE hInstDLL)
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wined3d_settings.strict_draw_ordering = TRUE;
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}
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if (!get_config_key(hkey, appkey, "AlwaysOffscreen", buffer, size)
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&& !strcmp(buffer,"enabled"))
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&& !strcmp(buffer,"disabled"))
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{
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TRACE("Always rendering backbuffers offscreen.\n");
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wined3d_settings.always_offscreen = TRUE;
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TRACE("Not always rendering backbuffers offscreen.\n");
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wined3d_settings.always_offscreen = FALSE;
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}
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}
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if (wined3d_settings.vs_mode == VS_HW)
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