[PATCH 2/5] d3d10core: Implement d3d10_device_CopyResource().

Henri Verbeet hverbeet at gmail.com
Mon Aug 4 09:04:19 CDT 2014


On 4 August 2014 15:58, Stefan Dösinger <stefandoesinger at gmail.com> wrote:
> Am 2014-08-04 12:17, schrieb Henri Verbeet:
>> +    if (dst_resource->type != WINED3D_RTYPE_TEXTURE)
>> +    {
>> +        FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
>> +        return;
>> +    }
> What's the point of implementing this based on textures and blits? It seems to me that a major restructuring will be needed to make this work on buffers.
>
Not that much, since all that's really needed is to generalize the
blitter infrastructure to handle buffer resources. The main reason for
implementing this now and not in e.g. a year though is that we'll need
CopyResource() to read back the output of any test that does any kind
of rendering.



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