As I said to Stefan on IRC I wanted to look into "wined3d_device_update_sub_resource" but due to its design I would have had to modify it in order to avoid multiple castings texture-resource etc. Also its usage feels somehow different? (at least to my uneducated wined3d eye)
Ciao, Riccardo
2015-10-20 16:37 GMT+02:00 Henri Verbeet hverbeet@gmail.com:
On 19 October 2015 at 19:07, Riccardo Bortolato rikyz619@gmail.com wrote:
@@ -3774,12 +3764,25 @@ float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device) /* FIXME: Callers should probably use wined3d_device_update_sub_resource()
- instead. */
HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
struct wined3d_surface *src_surface, const RECT *src_rect,
struct wined3d_surface *dst_surface, const POINT *dst_point)
struct wined3d_texture *src_texture, unsigned int src_idx, const RECT *src_rect,
struct wined3d_texture *dst_texture, unsigned int dst_idx, const POINT *dst_point)
You should probably use wined3d_device_update_sub_resource() instead.