[PATCH 2/5] d3dx11: Made texture loader use wined3dformat instead of d3dformat.
Fabian Maurer
dark.shadow4 at web.de
Tue Sep 20 13:52:10 CDT 2016
Just to make this clear, this patch was my example on how to implement the
dx11 functions with d3dx9 code:
> Fabian, if you want to send patches for
> D3DX11CreateShaderResourceViewFromFileW "duplicating" the relevant
> code for the time being, that is fine to me. It might even be easier
> to decide how to share the code at that point.
My plan was to pull the code out of of d3dx9, make it generic and put it into
a place where both d3dx11 and d3dx9 can use it. Once these helpers worked with
d3dx9, I'd implement the d3dx11 functions using them. This patch series was a
working implementation - like you wanted to see - which duplicates the
relevant code so I would know how to share it between versions.
But now we're mostly at "write it from scratch". It's fine if you'd rather want
a complete rewrite instead of copy&paste with modifications, but I think I made
it pretty clear from the beginning this wasn't my intention. I'd make the
generic helpers less "hacky" or rewrite parts of them, but I fear I'm not the
person to do a good complete rewrite of all this.
More information about the wine-devel
mailing list