[v3 PATCH 1/3] wined3d: Manage source texture resolve in texture2d_blt() for colour blits.

Henri Verbeet hverbeet at gmail.com
Wed Mar 11 11:23:21 CDT 2020


On Wed, 11 Mar 2020 at 19:10, Paul Gofman <gofmanp at gmail.com> wrote:
> On Wed, 11 Mar 2020 at 18:25 Henri Verbeet <hverbeet at gmail.com> wrote:
>> On Wed, 11 Mar 2020 at 16:25, Paul Gofman <gofmanp at gmail.com> wrote:
>> > On 3/11/20 15:22, Henri Verbeet wrote:
>> > > On Tue, 10 Mar 2020 at 15:01, Paul Gofman <gofmanp at gmail.com> wrote:
>> > >> +    src_location = (scale || convert || blit_op != WINED3D_BLIT_OP_COLOR_BLIT)
>> > >> +            && wined3d_texture_is_multisample_location(src_texture,
>> > >> +            src_texture->resource.draw_binding) ? WINED3D_LOCATION_RB_RESOLVED
>> > >> +            : src_texture->resource.draw_binding;
>> > > is the "blit_op" check needed?
>> > I think it is not strictly necessary as colour key or alpha test blits
>> > won't end up in FBO blitter anyway, but I thought it is less fragile and
>> > more clear to be explicit here. Should I remove that?
>>
>> To the extent that it makes a difference for those blit types, I think
>> using the resolved location makes sense there as well.
>
> Yes, that what I was trying to do, and additionally resolve for special blits even if the size and format is the same, that’s what I put blit_op check for. Should I remove that? Anyway, it is probably a separate change.

I think keeping the "blit_op" check makes sense.



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