[PATCH 2/6] wined3d: Pass the volume texture level to the client libraries.

Henri Verbeet hverbeet at gmail.com
Fri Apr 18 11:58:28 CDT 2014


On 18 April 2014 18:08, Stefan Dösinger <stefandoesinger at gmail.com> wrote:
>> I'm not convinced this is really necessary though, or that
>> starting in d3d9 as opposed to wined3d with this is necessarily the
>> right approach.
> I prefer to remove as many calls to surfaces and volumes as possible
> before changing them not to be resources.
I don't care about that ordering as much by itself. I do think that it
makes more sense to approach this as removing surfaces and volumes
from the public wined3d API than the approach you're taking here.
I.e., instead of e.g. forwarding d3d9_volume_LockBox() to
d3d9_texture_3d_LockBox() that then still does a wined3d_volume_map(),
I think it makes more sense to introduce wined3d_texture_map(), get
rid of wined3d_volume_map() and wined3d_surface_map(), and then let
the rest just fall out as a logical consequence. Related to that, I
think surfaces are the more interesting case to start with, because of
things like e.g. wined3d_device_set_render_target(), and perhaps more
importantly wined3d_device_get_render_target().



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