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Am 2013-11-18 14:22, schrieb Henri Verbeet:
Mostly because the existing code used WINED3D_POOL_SCRATCH.
I think this code predates any pool checks in blits, and I believe I used it because EVE Online passed a WINED3D_POOL_SCRATCH surface to SetCursorProperties and I just copied this behavior.
It's also what we use for the logo texture, although arguably that could be changed as well. WINED3D_POOL_DEFAULT could work, but it would require some extra code to destroy the texture on resets.
I think D3DPOOL_MANAGED should just work.
The reason for the surface on the stack added in 65e5ed60 were cyclic references between surface and device. I think your patch should be safe in this regard, but I cannot remember why I thought this approach wouldn't work back in 2006. Did you consider reference cycles when you wrote your patch? (The logo surface would be affected by the same problem.)