16 Nov
2018
16 Nov
'18
3:08 p.m.
Signed-off-by: Matteo Bruni <mbruni(a)codeweavers.com> --- Do you want to take a shot at implementing the missing functionality? I imagine it's just a matter of creating a temporary D3DPOOL_SYSTEMMEM surface, filling it with the contents of the render target with GetRenderTargetData() and locking that surface instead, if the original source surface is a render target.