[PATCH 6/6] d2d1: Support D3D11 interop using ID3DDeviceContextState.

Henri Verbeet hverbeet at gmail.com
Tue Jan 19 11:13:27 CST 2021


On Mon, 18 Jan 2021 at 13:59, Rémi Bernon <rbernon at codeweavers.com> wrote:
>
> Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=49395
> Signed-off-by: Rémi Bernon <rbernon at codeweavers.com>
> ---
>  dlls/d2d1/d2d1_private.h |  6 ++++-
>  dlls/d2d1/device.c       | 54 ++++++++++++++++++++++++++++++++++++++++
>  dlls/d2d1/tests/d2d1.c   |  2 +-
>  3 files changed, 60 insertions(+), 2 deletions(-)
>
Is the design of this series purely a consequence of the decision to
not implement state swapping in
d3d11_immediate_context_SwapDeviceContextState(), or is there some
other consideration I'm overlooking? In particular, without having
done an attempt at implementing this myself, the "natural"
implementation to me would seem to simply replace existing usage of
d3d10 interfaces with their d3d11 equivalents, where the
ID3DDeviceContextState interface would be the equivalent of the
ID3D10StateBlock interface.



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