[PATCH v2 1/3] d2d1: Implement ID2D1Bitmap1::Map().

Nikolay Sivov nsivov at codeweavers.com
Fri May 27 03:35:23 CDT 2022



On 5/26/22 10:36, Dmitry Timoshkov wrote:
> +    texture_desc.Usage = D3D11_USAGE_STAGING;
> +    texture_desc.BindFlags = 0;
> +    texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
> +    ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &staging_texture);
This should check for failures.

> +    if (SUCCEEDED(hr = ID3D11DeviceContext_Map(context, (ID3D11Resource *)staging_texture, 0,
> +            D3D11_MAP_READ, 0, &mapped_subresource)))
> +    {
> +        mapped_rect->pitch = mapped_subresource.RowPitch;
> +        mapped_rect->bits = mapped_subresource.pData;
> +        bitmap->staging_resource = (ID3D11Resource *)staging_texture;
> +    }
> +    else
> +    {
> +        WARN("Failed to map resource, hr %#lx.\n", hr);
> +        ID3D11Texture2D_Release(staging_texture);
> +    }
Staging texture has to be released at some point.



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