wined3d: Implement IWineD3DSurface::Flip.
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@ -1678,8 +1678,23 @@ HRESULT WINAPI IWineD3DSurfaceImpl_SetPBufferState(IWineD3DSurface *iface, BOOL
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DSurface *override, DWORD Flags) {
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FIXME("This is unimplemented for now(d3d7 merge)\n");
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return WINED3DERR_INVALIDCALL;
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DDevice *D3D = (IWineD3DDevice *) This->resource.wineD3DDevice;
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TRACE("(%p)->(%p,%lx)\n", This, override, Flags);
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/* Flipping is only supported on RenderTargets */
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if( !(This->resource.usage & WINED3DUSAGE_RENDERTARGET) ) return DDERR_NOTFLIPPABLE;
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if(override) {
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/* DDraw sets this for the X11 surfaces, so don't confuse the user
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* FIXME("(%p) Target override is not supported by now\n", This);
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* Additionally, it isn't really possible to support triple-buffering
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* properly on opengl at all
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*/
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}
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/* Flipping a OpenGL surface -> Use WineD3DDevice::Present */
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return IWineD3DDevice_Present(D3D, NULL, NULL, 0, NULL);
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}
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HRESULT WINAPI IWineD3DSurfaceImpl_Blt(IWineD3DSurface *iface, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx) {
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