As I said to Stefan on IRC I wanted to look into "wined3d_device_update_sub_resource" but due to its design I would have had to modify it in order to avoid multiple castings texture-resource etc. Also its usage feels somehow different? (at least to my uneducated wined3d eye) Ciao, Riccardo 2015-10-20 16:37 GMT+02:00 Henri Verbeet <hverbeet(a)gmail.com>:
On 19 October 2015 at 19:07, Riccardo Bortolato <rikyz619(a)gmail.com> wrote:
@@ -3774,12 +3764,25 @@ float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device) /* FIXME: Callers should probably use wined3d_device_update_sub_resource() * instead. */ HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device, - struct wined3d_surface *src_surface, const RECT *src_rect, - struct wined3d_surface *dst_surface, const POINT *dst_point) + struct wined3d_texture *src_texture, unsigned int src_idx, const RECT *src_rect, + struct wined3d_texture *dst_texture, unsigned int dst_idx, const POINT *dst_point) You should probably use wined3d_device_update_sub_resource() instead.