> Stefan knows this part of the code better than me, but I don't think
> there's anything wrong with the concept of the patch.
I agree with Henri on a quick look. I want to add though that you have to
watch out not to dereference DestRect without checking it for NULL first
2008/7/25 Aric Stewart <[EMAIL PROTECTED]>:
> -IWineD3DSurface_LockRect(iface, &dlock, NULL, 0);
> +IWineD3DSurface_LockRect(iface, &dlock, DestRect, 0);
> dfmt = This->resource.format;
> slock = dlock;
I don't think you can simply insert DestRect there, unless it's
Hi there,
I was playing with a older Japanese side scrolling shooter benchmark and
was getting 4.3 frames per second. Some digging revealed that the game
made extensive use of Blt on gdi surfaces and it looks like the current
implementation of Blt actually locks the entire destination surface