[PATCH v2 0/6] MR228: d3dx: improvements to texture creation functions

Piotr Caban (@piotr) wine at gitlab.winehq.org
Wed Jun 15 06:48:29 CDT 2022

On Tue Jun 14 22:50:11 2022 +0000, Matteo Bruni wrote:
> 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.
The helper will return array of structures in future (it's needed to e.g. support MipLevels). That's why I would prefer to do it in one of following ways.
Return array of D3D10_SUBRESOURCE_DATA structures with data following the structures:
 - can be freed with single free
 - it would be possible to sometimes pass loaded data directly without creating a copy (I was not planning to do that)
 - it's harder to create
Return array of D3D10_SUBRESOURCE_DATA structures with each pSysMem fields allocated separately.

Do you have any preference?


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