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/
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
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
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
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