wined3d: Don't update the color table on palette changes.
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3cd83f4d56
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544816797a
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@ -5126,7 +5126,7 @@ static void test_palette_gdi(void)
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i = GetDIBColorTable(dc, 4, 1, &rgbquad[4]);
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ok(i == 1, "Expected count 1, got %u.\n", i);
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todo_wine ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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"Got color table entry %u r=%#x g=%#x b=%#x, expected r=%#x g=%#x b=%#x.\n",
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i, rgbquad[4].rgbRed, rgbquad[4].rgbGreen, rgbquad[4].rgbBlue,
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expected1[4].rgbRed, expected1[4].rgbGreen, expected1[4].rgbBlue);
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@ -5139,7 +5139,7 @@ static void test_palette_gdi(void)
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i = GetDIBColorTable(dc, 4, 1, &rgbquad[4]);
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ok(i == 1, "Expected count 1, got %u.\n", i);
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todo_wine ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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"Got color table entry %u r=%#x g=%#x b=%#x, expected r=%#x g=%#x b=%#x.\n",
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i, rgbquad[4].rgbRed, rgbquad[4].rgbGreen, rgbquad[4].rgbBlue,
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expected1[4].rgbRed, expected1[4].rgbGreen, expected1[4].rgbBlue);
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@ -6194,7 +6194,7 @@ static void test_palette_gdi(void)
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i = GetDIBColorTable(dc, 4, 1, &rgbquad[4]);
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ok(i == 1, "Expected count 1, got %u.\n", i);
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todo_wine ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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"Got color table entry %u r=%#x g=%#x b=%#x, expected r=%#x g=%#x b=%#x.\n",
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i, rgbquad[4].rgbRed, rgbquad[4].rgbGreen, rgbquad[4].rgbBlue,
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expected1[4].rgbRed, expected1[4].rgbGreen, expected1[4].rgbBlue);
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@ -6207,7 +6207,7 @@ static void test_palette_gdi(void)
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i = GetDIBColorTable(dc, 4, 1, &rgbquad[4]);
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ok(i == 1, "Expected count 1, got %u.\n", i);
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todo_wine ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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"Got color table entry %u r=%#x g=%#x b=%#x, expected r=%#x g=%#x b=%#x.\n",
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i, rgbquad[4].rgbRed, rgbquad[4].rgbGreen, rgbquad[4].rgbBlue,
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expected1[4].rgbRed, expected1[4].rgbGreen, expected1[4].rgbBlue);
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@ -7096,7 +7096,7 @@ static void test_palette_gdi(void)
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i = GetDIBColorTable(dc, 4, 1, &rgbquad[4]);
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ok(i == 1, "Expected count 1, got %u.\n", i);
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todo_wine ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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"Got color table entry %u r=%#x g=%#x b=%#x, expected r=%#x g=%#x b=%#x.\n",
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i, rgbquad[4].rgbRed, rgbquad[4].rgbGreen, rgbquad[4].rgbBlue,
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expected1[4].rgbRed, expected1[4].rgbGreen, expected1[4].rgbBlue);
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@ -7109,7 +7109,7 @@ static void test_palette_gdi(void)
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i = GetDIBColorTable(dc, 4, 1, &rgbquad[4]);
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ok(i == 1, "Expected count 1, got %u.\n", i);
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todo_wine ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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"Got color table entry %u r=%#x g=%#x b=%#x, expected r=%#x g=%#x b=%#x.\n",
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i, rgbquad[4].rgbRed, rgbquad[4].rgbGreen, rgbquad[4].rgbBlue,
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expected1[4].rgbRed, expected1[4].rgbGreen, expected1[4].rgbBlue);
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@ -6818,7 +6818,7 @@ static void test_palette_gdi(void)
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i = GetDIBColorTable(dc, 4, 1, &rgbquad[4]);
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ok(i == 1, "Expected count 1, got %u.\n", i);
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todo_wine ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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"Got color table entry %u r=%#x g=%#x b=%#x, expected r=%#x g=%#x b=%#x.\n",
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i, rgbquad[4].rgbRed, rgbquad[4].rgbGreen, rgbquad[4].rgbBlue,
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expected1[4].rgbRed, expected1[4].rgbGreen, expected1[4].rgbBlue);
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@ -6831,7 +6831,7 @@ static void test_palette_gdi(void)
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i = GetDIBColorTable(dc, 4, 1, &rgbquad[4]);
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ok(i == 1, "Expected count 1, got %u.\n", i);
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todo_wine ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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ok(!memcmp(&rgbquad[4], &expected1[4], sizeof(rgbquad[4])),
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"Got color table entry %u r=%#x g=%#x b=%#x, expected r=%#x g=%#x b=%#x.\n",
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i, rgbquad[4].rgbRed, rgbquad[4].rgbGreen, rgbquad[4].rgbBlue,
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expected1[4].rgbRed, expected1[4].rgbGreen, expected1[4].rgbBlue);
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@ -787,12 +787,6 @@ static void surface_realize_palette(struct wined3d_surface *surface)
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}
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}
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if (surface->flags & SFLAG_DIBSECTION)
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{
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TRACE("Updating the DC's palette.\n");
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SetDIBColorTable(surface->hDC, 0, 256, palette->colors);
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}
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/* Propagate the changes to the drawable when we have a palette. */
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if (surface->resource.usage & WINED3DUSAGE_RENDERTARGET)
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surface_load_location(surface, surface->draw_binding);
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@ -1379,17 +1373,14 @@ static void gdi_surface_realize_palette(struct wined3d_surface *surface)
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if (!palette) return;
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if (surface->flags & SFLAG_DIBSECTION)
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{
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TRACE("Updating the DC's palette.\n");
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SetDIBColorTable(surface->hDC, 0, 256, palette->colors);
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}
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/* Update the image because of the palette change. Some games like e.g.
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* Red Alert call SetEntries a lot to implement fading. */
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/* Tell the swapchain to update the screen. */
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if (surface->swapchain && surface == surface->swapchain->front_buffer)
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{
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SetDIBColorTable(surface->hDC, 0, 256, palette->colors);
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x11_copy_to_screen(surface->swapchain, NULL);
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}
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}
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static void gdi_surface_unmap(struct wined3d_surface *surface)
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