On Tue, 10 Mar 2020 at 13:04, Paul Gofman gofmanp@gmail.com wrote:
So I suggest I do the following:
- Use _LOCATION_RB_RESOLVED instead of draw_binding in texture2d_blt()
if otherwise it would result in scaled resolve, and maybe also when we have blit operation other than WINED3D_BLIT_OP_COLOR_BLIT;
- Introduce d3d_info->scaled_resolve, base it on
EXT_framebuffer_multisample_blit_scaled in GL adapter, and adjust the condition in 1 if scaled_resolve is available.
Right.