[PATCH v2 0/6] MR228: d3dx: improvements to texture creation functions
Matteo Bruni (@Mystral)
wine at gitlab.winehq.org
Tue Jun 14 17:50:11 CDT 2022
Matteo Bruni (@Mystral) commented about dlls/d3dx10_43/texture.c:
> + out->Height = D3DX10_DEFAULT;
> + out->Depth = D3DX10_DEFAULT;
> + out->FirstMipLevel = D3DX10_DEFAULT;
> + out->MipLevels = D3DX10_DEFAULT;
> + out->Usage = D3DX10_DEFAULT;
> + out->BindFlags = D3DX10_DEFAULT;
> + out->CpuAccessFlags = D3DX10_DEFAULT;
> + out->MiscFlags = D3DX10_DEFAULT;
> + out->Format = D3DX10_DEFAULT;
> + out->Filter = D3DX10_DEFAULT;
> + out->MipFilter = D3DX10_DEFAULT;
> + out->pSrcInfo = NULL;
> +}
> +
> +HRESULT create_resource_data(const void *data, SIZE_T size, D3DX10_IMAGE_LOAD_INFO *load_info,
> + D3D10_SUBRESOURCE_DATA **resource_data)
load_texture_data() / load_resource_data()?
We might consider introducing of our own structure for storing texture data, like e.g.:
```
struct texture_data
{
unsigned int row_pitch, slice_pitch;
BYTE *data;
};
```
instead of sort-of abusing D3D10_SUBRESOURCE_DATA by attaching the data at the end. Otherwise, probably a comment explaining that this function is returning an "object" combining a D3D10_SUBRESOURCE_DATA header with the actual texture data would be nice.
--
https://gitlab.winehq.org/wine/wine/-/merge_requests/228#note_2067
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