Matteo Bruni (@Mystral) commented about dlls/d3dx10_43/texture.c:
+ + if (FAILED(hr = d3dx_validate_filter(filter))) + { + WARN("Invalid filter argument %#x.\n", filter); + return hr; + } + + src_staging = dst_staging = NULL; + ID3D10Resource_GetDevice(src_rsrc, &device); + hr = d3d10_staging_resource_from_d3dx_texture_info(device, src_info, FALSE, &src_staging); + if (FAILED(hr)) + goto exit; + + hr = d3d10_staging_resource_from_d3dx_texture_info(device, dst_info, TRUE, &dst_staging); + if (FAILED(hr)) + goto exit; Can we avoid using staging textures when the situation allows? There should be a few cases where it's possible to directly access the user's texture (e.g. src or dst is a mappable `D3D10_USAGE_STAGING` texture).
This could be introduced in a follow up patch as well. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/10887#note_140373