On Saturday, September 10, 2016 6:20:16 PM CEST Henri Verbeet wrote:
I'm not sure how valuable that really is, but wined3d shouldn't depend on dxgi or its headers. I may be open to having these as inline helpers somewhere under include/wine/, but right now the two copies of this don't strike me as a big problem.
Well I'm currently implementing "D3DX11CreateShaderResourceViewFromFileW", and to make things easier I wanted to make a generic textureloader for both DX11 and DX9 in wined3d (mostly moving code from DX9). That works fine, but since it works with WINED3D formats, they need to be converted in d3dx11. But I'd need to duplicate the conversion code a third time for that. And that's what I wanted to avoid, it seems like a lot of unnecessary duplication.