[PATCH] wined3d: Don't pull _ACCESS_GPU textures to system memory in texture2d_blt().

Henri Verbeet hverbeet at gmail.com
Tue Nov 20 07:59:26 CST 2018


On Tue, 20 Nov 2018 at 15:51, Paul Gofman <gofmanp at gmail.com> wrote:
> The change introduced by commit 54a9e84952ce8f566f79ab92930faf84bad0cfc1 had
> side effect of ultimately selecting detsination texture location as
> dst_texture->resource.map_binding, which is not the case in the default texture2d_blt()
> code path.
>
I think this change probably makes sense, but I'm curious about the
details. Is the destination texture a mappable rendertarget or
offscreen-plain surface? It would need to be mappable for this to be
an issue, but system memory surfaces wouldn't have
WINED3D_RESOURCE_ACCESS_GPU. Which API is the application calling?
StretchRect()?



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