[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.






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