[PATCH 2/2] wined3d: Handle typeless multisample resolve.

Henri Verbeet hverbeet at gmail.com
Thu Feb 25 05:51:23 CST 2021


On Wed, 24 Feb 2021 at 11:41, Jan Sikorski <jsikorski at codeweavers.com> wrote:
>
> Signed-off-by: Jan Sikorski <jsikorski at codeweavers.com>
> ---
>  dlls/d3d11/tests/d3d11.c          |  18 +-
>  dlls/d3d8/device.c                |   6 +-
>  dlls/d3d9/device.c                |   4 +-
>  dlls/ddraw/device.c               |   2 +-
>  dlls/ddraw/surface.c              |   6 +-
>  dlls/wined3d/arb_program_shader.c |   8 +-
>  dlls/wined3d/cs.c                 |  10 +-
>  dlls/wined3d/device.c             |  12 +-
>  dlls/wined3d/glsl_shader.c        |   8 +-
>  dlls/wined3d/surface.c            |  12 +-
>  dlls/wined3d/swapchain.c          |   4 +-
>  dlls/wined3d/texture.c            | 440 +++++++++++++++++++++++++++---
>  dlls/wined3d/wined3d_private.h    |   6 +-
>  include/wine/wined3d.h            |   2 +-
>  14 files changed, 448 insertions(+), 90 deletions(-)
>
There are a couple of different things happening in this patch, please
split it. From a quick skim, there's at least:
  - The change to the public (wined3d_texture_blt()) blitter API
  - The change to the internal (struct wined3d_blitter_ops) blitter API
  - Implementation in the FBO blitter
  - Implementation in the Vulkan blitter

Possibly there's more. For the public API part of this, it may be
worth considering storing the resolve format in the wined3d_blt_fx
structure, like we do for the colour key.



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