[PATCH 5/5] wined3d: Store the mipmap level in the volume

Henri Verbeet hverbeet at gmail.com
Mon Aug 19 06:58:30 CDT 2013


On 19 August 2013 13:51, Stefan Dösinger <stefan at codeweavers.com> wrote:
> Am 2013-08-19 12:39, schrieb Henri Verbeet:
>> On 19 August 2013 10:52, Stefan Dösinger <stefan at codeweavers.com>
>> wrote:
>>> +void wined3d_volume_set_texture_level(struct wined3d_volume
>>> *volume, GLint level) +{ +    volume->texture_level = level; +}
>>>
>> I think that's a step in the wrong direction. I think this should
>> be set on volume creation. We do have a construction like this for
>> surfaces, but the reasons for that don't apply to volumes, and I'd
>> like to get rid of it for surfaces as well if at all possible.
> That's certainly possible, but it also means adding this information
> to the public API and passing it through d3d8/9. I can do whatever you
> prefer.
>
Yeah, I think that's preferable, at least for the time being. In the
longer term sub-resources like surfaces and volumes as separate
objects will go away from the public interface completely, similar to
d3d10 and later, and we can just create them directly from the texture
in wined3d.



More information about the wine-devel mailing list