[PATCH v3 1/3] d2d1: Implement ID2D1Bitmap1::Map().

Nikolay Sivov nsivov at codeweavers.com
Sun May 29 07:25:54 CDT 2022


On 5/29/22 12:03, Dmitry Timoshkov wrote:
> Nikolay Sivov <nsivov at codeweavers.com> wrote:
>
>> I started by extending tests from patch 3/3, and I'm curious now how
>> does your application create such bitmap?
>>
>> Is it just
>> ID2D1DeviceContext::CreateBitmap(D2D1_BITMAP_OPTIONS_CANNOT_DRAW |
>> D2D1_BITMAP_OPTIONS_CPU_READ), or something more complicated?
>>
>> How is this bitmap used later? Is it set to an image brush, and then
>> used for fills?
> The application first creates a bitmap with D2D1_BITMAP_OPTIONS_TARGET,
> then creates an image brush from it. Then the app creates another bitmap
> with D2D1_BITMAP_OPTIONS_CANNOT_DRAW | D2D1_BITMAP_OPTIONS_CPU_READ, copies
> contents from original bitmap with ::CopyFromBitmap() and then ::Map()s it
> with D2D1_MAP_OPTIONS_READ.
>
I see, makes sense. Please test with attached patches to see if this 
path still works. Turns out there is no need to create a temporary resource.
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