[PATCH] wined3d: Implement buffer texture range.

Guillaume Charifi guillaume.charifi at sfr.fr
Tue Jan 31 12:35:29 CST 2017

Thank you for your detailed answer :)

Le 31/01/2017 à 00:19, Józef Kucia a écrit :
> I'll explain in more details to encourage you ;-)
> On Sun, Jan 29, 2017 at 1:12 PM, Józef Kucia <joseph.kucia at gmail.com> wrote:
>> Please add a test.
> Adding a test should be very easy. In test_buffer_srv() everything is
> ready to add a test with an offset. You can use "rgba16_buffer" as
> data, set size to {2.0f, 2.0f} or {1.0f, 1.0f}, and test with
> different values of "srv_first_element" and "srv_element_count". Try
> to come up with interesting test cases and test edge cases.
Looks easier than I thought, indeed. I'll be doing this.
>> On Sun, Jan 29, 2017 at 12:25 AM, Guillaume Charifi
>> <guillaume.charifi at sfr.fr> wrote:
>>> +            GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format->glInternal, buffer->buffer_object,
>>> +                    desc->u.buffer.start_idx, desc->u.buffer.count));
>> This is wrong.
> glTexBufferRange() accepts offsets and sizes in bytes, but in D3D11
> offsets and sizes for typed buffers are expressed as the number of
> elements. You have to multiply "start_idx" and "count" by
> "view_format->byte_count". A test would also help you to find this
> mistake.
Oh, I see, I'm fixing it.
> Another advice: start small. It's better to send a few well tested
> patches and get them accepted first.
> I'll hope to see some patches from you committed soon.
> Cheers,
> Józef

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