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

Stefan Dösinger stefandoesinger at gmail.com
Tue Oct 20 11:32:52 CDT 2015


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Am 2015-10-20 um 17:36 schrieb Henri Verbeet:
> It's not necessarily trivial, no. The easiest way to start may be
> to first work on implementing wined3d_device_update_surface() on
> top of wined3d_device_update_sub_resource(), and only then work on
> getting rid of wined3d_device_update_surface() itself.
The inconvenient thing about
wined3d_device_update_sub_resource is that the source data is in a
pointer and not a system memory resource. You can of course just map
the source resource in the client library and pass the map pointer to
wined3d_device_update_sub_resource, but that'll require copying the
data or waiting with the multithreaded command stream.

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