[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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