wined3d: Properly check for the front buffer in d3dfmt_get_conv().

This commit is contained in:
Henri Verbeet 2013-12-02 12:07:34 +01:00 committed by Alexandre Julliard
parent 3271b98263
commit 7052c87358
1 changed files with 1 additions and 1 deletions

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@ -1823,7 +1823,7 @@ static HRESULT d3dfmt_get_conv(const struct wined3d_surface *surface, BOOL need_
* in which the main render target uses p8. Some games like GTA Vice City use P8 for texturing which
* conflicts with this.
*/
if (!((blit_supported && device->fb.render_targets && surface == device->fb.render_targets[0]))
if (!((blit_supported && surface->swapchain && surface == surface->swapchain->front_buffer))
|| colorkey_active || !use_texturing)
{
format->glFormat = GL_RGBA;