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

Rémi Bernon rbernon at codeweavers.com
Tue Jan 19 11:43:56 CST 2021


On 1/19/21 6:13 PM, Henri Verbeet wrote:
> 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.
> 

Well, I imagined D2D1 should still have to work over D3D10-only devices? 
Although I'm not sure if there's such a thing it didn't seem obvious to 
me that every D3D10 device is also a D3D11 device.
-- 
Rémi Bernon <rbernon at codeweavers.com>



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