[PATCH 08/10] wined3d: make wined3d_device_update_surface operate with wined3d_texture and sub_resource_idx

Riccardo Bortolato rikyz619 at gmail.com
Tue Oct 20 09:44:51 CDT 2015


As I said to Stefan on IRC I wanted to look into
"wined3d_device_update_sub_resource" but due to its design I would
have had to modify it in order to avoid multiple castings
texture-resource etc.
Also its usage feels somehow different? (at least to my uneducated wined3d eye)

Ciao,
Riccardo

2015-10-20 16:37 GMT+02:00 Henri Verbeet <hverbeet at gmail.com>:
> On 19 October 2015 at 19:07, Riccardo Bortolato <rikyz619 at gmail.com> wrote:
>> @@ -3774,12 +3764,25 @@ float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
>>  /* FIXME: Callers should probably use wined3d_device_update_sub_resource()
>>   * instead. */
>>  HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
>> -        struct wined3d_surface *src_surface, const RECT *src_rect,
>> -        struct wined3d_surface *dst_surface, const POINT *dst_point)
>> +        struct wined3d_texture *src_texture, unsigned int src_idx, const RECT *src_rect,
>> +        struct wined3d_texture *dst_texture, unsigned int dst_idx, const POINT *dst_point)
> You should probably use wined3d_device_update_sub_resource() instead.
>
>



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