[PATCH 4/5] wined3d: Set the pitch in wined3d_device_context_map().
Zebediah Figura (she/her)
zfigura at codeweavers.com
Thu Jun 24 12:07:53 CDT 2021
On 6/24/21 11:51 AM, Henri Verbeet wrote:
> On Thu, 24 Jun 2021 at 17:51, Zebediah Figura (she/her)
> <zfigura at codeweavers.com> wrote:
>> On 6/24/21 10:03 AM, Henri Verbeet wrote:
>>> On Wed, 23 Jun 2021 at 23:39, Zebediah Figura <z.figura12 at gmail.com> wrote:
>>>> ---
>>>> dlls/wined3d/buffer.c | 14 +++++++-------
>>>> dlls/wined3d/cs.c | 18 ++++++++----------
>>>> dlls/wined3d/device.c | 12 ++++++++++--
>>>> dlls/wined3d/texture.c | 34 ++++++++++++++++++----------------
>>>> dlls/wined3d/wined3d_private.h | 8 +++-----
>>>> 5 files changed, 46 insertions(+), 40 deletions(-)
>>>>
>>> Why would we want that?
>>>
>>
>> Same reason as most of the rest of this series; I'd like to allow for
>> multiple mapping paths (e.g. alternatives to WINED3D_CS_OP_MAP) without
>> having to duplicate a whole bunch of code.
>>
> Actually, I looked at the subject more than the actual patch, and this
> initialises the map pitch in wined3d_texture_init(), instead of what I
> thought it did based on the description. That does make much more
> sense.
Sorry the patch subject is misleading. I'll see what I can do to improve it.
> As for storing this information in the texture, it's perhaps worth
> pointing out that while dimensions, pitch, etc. are different between
> mip-levels, they're the same for each layer at a particular mip-level.
> At the same time, the maximum number of levels is much more limited
> than the maximum number of layers. E.g., GL_MAX_ARRAY_TEXTURE_LAYERS =
> 2048 here, while GL_MAX_TEXTURE_SIZE = 16384 would translate to 15
> levels.
I'll see what I can come up with along the lines of not using more
memory; I think with the right set of helpers it should be relatively
painless. Especially if we can move things like level_count and
layer_count to wined3d_resource (granted, that does take up a couple of
extra bytes per buffer, but I'm guessing that's less of a concern...)
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