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

Stefan Dösinger stefandoesinger at gmail.com
Fri Apr 18 12:28:42 CDT 2014


Am 18.04.2014 um 18:58 schrieb Henri Verbeet <hverbeet at gmail.com>:

> 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().
Merging surface / volume map in texture_map doesn’t work well without having a common (internal) sub resource interface that the texture can call. Unless of course I do a switch(texture_type) and forward this to the separate surface_map and volume_map internally.

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