Mesa-3D
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Swapchain queue issues
d3d9 visual.c test_multisample_mismatch() fails on nine. 1 backbuffer configured, swapchain_discard, windowed mode.
The test doesn't clear the rendertarget after present which should result in random content (MSDN isn't clear about when to use copy/flip/discard), but the test shows that at least in windowed mode the backbuffer is copied. It fails on nine as the swapchain queue is rotated and the next backbuffer is selected, which doesn't contain the same content. Wined3d always copies the backbuffer to frontbuffer, even in fullscreen mode and then rotates the backbuffer queue. As there's only 1 backbuffer it is working on wine.
Does it need further investigation ? Are games relying on this behavior ?
Update: There seems to be a failing Wine test for swapchains: visual.c test_flip();