On Fri, 16 Nov 2018 at 21:37, Matteo Bruni matteo.mystral@gmail.com wrote:
It concerns some other D3DX surface manipulating functions which I did not test yet for ability to workaround this case. So I would suggest the following steps:
- Add a code path for StrecthBlt (which would be a priority over
locking the texture). I guess this should cover the majority of practical cases.
Use a staging texture if texture is not lockable;
Fix output to unlockable texture through staging texture (with some
tests for the other functions touching this).
Sounds good. I'd probably wait for Henri's patches before venturing too far along the plan.
My patches are largely along those lines.