Re: RFC: d3d8 refcount implementation

2006-11-15 Thread Stefan Dösinger
Hi, Maybe its the best way not to construct the implicit surfaces in d3d8 at device creation time, only its wined3d counterpart(with parent = NULL). When GetBackBuffer or whatever is called, the wined3d backbuffer is returned, and a d3d8 surface created for it. The wined3d surface gets the d3d8/

Re: RFC: d3d8 refcount implementation

2006-11-14 Thread Markus Amsler
H. Verbeet wrote: On 14/11/06, Markus Amsler <[EMAIL PROTECTED]> wrote: The implicit surfaces now gets released if the refcount is -1. Somehow we have to force releasing d3d8 sufaces from wined3d. No idea how. You could probably either force the refcount to 0 (ie, something like "while(IWineD3D

Re: RFC: d3d8 refcount implementation

2006-11-14 Thread H. Verbeet
On 14/11/06, Markus Amsler <[EMAIL PROTECTED]> wrote: H. Verbeet wrote: > On 14/11/06, Markus Amsler <[EMAIL PROTECTED]> wrote: >> The implicit surfaces now gets released if the refcount is -1. Somehow >> we have to force releasing d3d8 sufaces from wined3d. No idea how. > You could probably eith

Re: RFC: d3d8 refcount implementation

2006-11-14 Thread H. Verbeet
On 14/11/06, Markus Amsler <[EMAIL PROTECTED]> wrote: After spamming wine-patches with d3d tests, I tried to implement the probed behaviour. Attached are two patches, which makes all d3d8 refcount test pass. They are small and ugly. The problems are: The implicit surfaces now gets released if th

RFC: d3d8 refcount implementation

2006-11-13 Thread Markus Amsler
After spamming wine-patches with d3d tests, I tried to implement the probed behaviour. Attached are two patches, which makes all d3d8 refcount test pass. They are small and ugly. The problems are: The implicit surfaces now gets released if the refcount is -1. Somehow we have to force releasing d