[PATCH 01/10] wined3d: Introduce struct wined3d_dirty_regions.

Henri Verbeet hverbeet at gmail.com
Tue Apr 18 12:44:33 CDT 2017


On 18 April 2017 at 18:25, Matteo Bruni <matteo.mystral at gmail.com> wrote:
>> Why not an array? Stefan already mentioned wined3d_buffer.maps, in a fashion.
>
> Right, an array is probably just better.
>
>>   - Does it really make sense to track regions on the level of struct
>> wined3d_resource instead of e.g. strut wined3d_texture? If it does,
>> that would make wined3d_buffer.maps redundant.
>
> A unified structure to track both buffer and texture updates would be
> nice, if that works out okay in practice.
Sure. The wined3d_box structure is a little larger than needed for
buffers though, and in case of buffers it's used largely internally,
so I think an argument could be made for keeping the texture interface
separate (but consistent) in this case. But regardless of what
decision is made there, I think it would be undesirable for buffers to
have dirty regions in both struct wined3d_resource and struct
wined3d_buffer.

> Either way, I just realized that something like this can be
> potentially used to accelerate (partial) texture updates with CSMT,
> similarly to e.g. buffers updates in Stefan's patchset. In general it
> makes texture uploads resemble buffers, which seems like a good thing.
>
> I think that's no surprise to you. Any plan to explore this idea through?
No concrete plan.



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