wined3d: Don't use filtering on textures that need complex fixups in swapchain_blit().

For example, interpolating palette indices doesn't have the desired result.
Should we really want filtering for these cases we could implement it inside
the relevant shaders, after the fixup, but I doubt it's worth the effort.
This commit is contained in:
Henri Verbeet 2010-03-16 19:02:14 +01:00 committed by Alexandre Julliard
parent c48adfe201
commit 60e98cc3ad
1 changed files with 3 additions and 0 deletions

View File

@ -152,6 +152,9 @@ static void swapchain_blit(IWineD3DSwapChainImpl *This, struct wined3d_context *
tex_bottom /= src_h;
}
if (is_complex_fixup(backbuffer->resource.format_desc->color_fixup))
gl_filter = GL_NEAREST;
ENTER_GL();
context_bind_fbo(context2, GL_DRAW_FRAMEBUFFER, NULL);