wined3d: Remove the D3DSWAPEFFECT_DISCARD debug clear code.
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@ -566,31 +566,6 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain, const RECT
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}
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}
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/* This is disabled, but the code left in for debug purposes.
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*
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* Since we're allowed to modify the new back buffer on a D3DSWAPEFFECT_DISCARD flip,
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* we can clear it with some ugly color to make bad drawing visible and ease debugging.
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* The Debug runtime does the same on Windows. However, a few games do not redraw the
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* screen properly, like Max Payne 2, which leaves a few pixels undefined.
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*
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* Tests show that the content of the back buffer after a discard flip is indeed not
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* reliable, so no game can depend on the exact content. However, it resembles the
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* old contents in some way, for example by showing fragments at other locations. In
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* general, the color theme is still intact. So Max payne, which draws rather dark scenes
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* gets a dark background image. If we clear it with a bright ugly color, the game's
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* bug shows up much more than it does on Windows, and the players see single pixels
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* with wrong colors.
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* (The Max Payne bug has been confirmed on Windows with the debug runtime) */
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if (FALSE && swapchain->desc.swap_effect == WINED3D_SWAP_EFFECT_DISCARD)
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{
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static const struct wined3d_color cyan = {0.0f, 1.0f, 1.0f, 1.0f};
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TRACE("Clearing the color buffer with cyan color\n");
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wined3d_device_clear(swapchain->device, 0, NULL,
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WINED3DCLEAR_TARGET, &cyan, 1.0f, 0);
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}
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if (!swapchain->render_to_fbo && ((swapchain->front_buffer->flags & SFLAG_INSYSMEM)
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|| (back_buffer->flags & SFLAG_INSYSMEM)))
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{
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