Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[d3d9] Disable explicit front buffer for Fantasy Grounds #2251

Merged
merged 1 commit into from
Aug 26, 2021

Conversation

DadSchoorse
Copy link
Contributor

The game expect the same, unchanged back buffer every frame.

Closes #1554

@misyltoad
Copy link
Collaborator

We shouldn't need to do this, we should make the number of backbuffers exposed should be the same, only the actual number of swapchain images should change.

@DadSchoorse
Copy link
Contributor Author

I don't understand what you are saying. 🐸

@misyltoad
Copy link
Collaborator

https://docs.microsoft.com/en-us/windows/win32/direct3d9/d3dswapeffect

I think we should enable this by default for _COPY... I'm also now curious as to if we should be doing other stuff to the buffer count for frame pacing reasons on FLIP/DISCARD... Will test some stuff out later.

Going to close this and mess around.

@misyltoad misyltoad closed this Aug 23, 2021
@misyltoad misyltoad reopened this Aug 25, 2021
@misyltoad
Copy link
Collaborator

Probably best to get this in fir the next release given this game uses DISCARD and I'm not entirely sure why the game works on Windows with that yet

@misyltoad misyltoad merged commit b498040 into doitsujin:master Aug 26, 2021
@DadSchoorse DadSchoorse deleted the back-buffer-garbage branch August 26, 2021 08:32
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Fantasy Grounds window painting regresssion
2 participants