[PATCH 2/5] wined3d: Implement copying of buffer resources.

Henri Verbeet hverbeet at gmail.com
Sat Mar 19 04:15:08 CDT 2016


On 18 March 2016 at 12:30, Józef Kucia <jkucia at codeweavers.com> wrote:
> +HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
> +        struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
> +{
> +    BYTE *dst_buffer_mem, *src_buffer_mem;
> +    const struct wined3d_gl_info *gl_info;
> +    struct wined3d_context *context;
> +    struct wined3d_device *device;
> +
> +    device = dst_buffer->resource.device;
> +
> +    context = context_acquire(device, NULL);
> +    gl_info = context->gl_info;
> +
> +    buffer_internal_preload(dst_buffer, context, NULL);
> +    buffer_internal_preload(src_buffer, context, NULL);
> +
> +    dst_buffer_mem = dst_buffer->resource.heap_memory;
> +    src_buffer_mem = src_buffer->resource.heap_memory;
This is probably fine, but I wonder why you're not using
buffer_get_memory()? Somewhat related, there may be something to be
said for the function just taking wined3d_bo_address structures and a
size, although I don't have an immediate use for that yet.

> +
> +    if (!dst_buffer_mem && !src_buffer_mem)
> +    {
> +        if (!gl_info->supported[ARB_COPY_BUFFER])
> +        {
> +            FIXME("Direct buffer copy not supported.\n");
> +            return WINED3DERR_INVALIDCALL;
> +        }
I think that's fine, but we could of course implement that case by
mapping the buffers and using memcpy().



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