On Tue, 20 Nov 2018 at 15:51, Paul Gofman gofmanp@gmail.com wrote:
The change introduced by commit 54a9e84952ce8f566f79ab92930faf84bad0cfc1 had side effect of ultimately selecting detsination texture location as dst_texture->resource.map_binding, which is not the case in the default texture2d_blt() code path.
I think this change probably makes sense, but I'm curious about the details. Is the destination texture a mappable rendertarget or offscreen-plain surface? It would need to be mappable for this to be an issue, but system memory surfaces wouldn't have WINED3D_RESOURCE_ACCESS_GPU. Which API is the application calling? StretchRect()?