On 6 June 2016 at 11:39, Józef Kucia <jkucia(a)codeweavers.com> wrote:
+static BOOL gl_internal_format_equal(const struct wined3d_format *format1, + const struct wined3d_format *format2) +{ + return format1->id == format2->id + || (format1->glInternal == format2->glInternal + && format1->glGammaInternal == format2->glGammaInternal + && format1->rtInternal == format2->rtInternal); +} When would you use this? I was under the impression that Direct3D views were a bit more restricted then OpenGL views and only work between formats based on the same typeless format.
+static void wined3d_shader_resource_view_create_texture_view(struct wined3d_shader_resource_view *view, + const struct wined3d_shader_resource_view_desc *desc, const struct wined3d_format *view_format, + struct wined3d_texture *texture) +{ + struct wined3d_context *context = context_acquire(texture->resource.device, NULL); + const struct wined3d_gl_info *gl_info = context->gl_info; + struct gl_texture *gl_texture; This is fairly minor, but context_acquire() potentially does real work. It seems somewhat inappropriate to "hide" it in the declarations.