[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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