Re: [PATCH 5/5] wined3d: Use rendertarget views for color output instead of surfaces.
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Am 2014-08-21 09:55, schrieb Henri Verbeet:
+ if (swapchain_desc->backbuffer_count && FAILED(hr = wined3d_rendertarget_view_create_from_surface( + surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0)), + NULL, &wined3d_null_parent_ops, &device->back_buffer_view))) + { + ERR("Failed to create rendertarget view, hr %#x.\n", hr); + goto err_out; + } Having an implicit back buffer render target view managed by wined3d seems a bit odd. Why not let the client libraries create and set the render target view after device creation? That would be similar to what a d3d10 app does after D3D10CreateDeviceAndSwapChain. -----BEGIN PGP SIGNATURE----- Version: GnuPG v2 Comment: Using GnuPG with Thunderbird - http://www.enigmail.net/
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On 21 August 2014 18:17, Stefan Dösinger <stefandoesinger(a)gmail.com> wrote:
Having an implicit back buffer render target view managed by wined3d seems a bit odd. Why not let the client libraries create and set the render target view after device creation? That would be similar to what a d3d10 app does after D3D10CreateDeviceAndSwapChain.
Not that much more odd than the implicit back/front buffer surfaces themselves. That said, moving it out into the client libraries could perhaps work, and maybe even be worth it. Note that it isn't just a matter of setting it after device creation though, it's involved in resets as well.
participants (2)
-
Henri Verbeet -
Stefan Dösinger