On 22 August 2013 09:58, Stefan Dösinger stefan@codeweavers.com wrote:
What I'm not quite happy with is WINED3D_RESOURCE_ACCESS_SCRATCH. Scratch resources are mappable. Having the extra location just complicates things and I see no gain from it.
Yeah, I'm not particularly happy about it either. The issue is that scratch resources allow some extra formats over sysmem resources, but can't be used for resource uploads. The idea is to eventually push the concept of pools out into d3d8 and d3d9, and just have access flags in wined3d, but we'd still need to be able to distinguish scratch resources from sysmem resources somehow. At the moment I'm thinking the better option would be to pass that through the creation flags instead, i.e. have a flag like WINED3D_SURFACE_SCRATCH, although ideally at the resource level.
- if (count_bits(location) > 1) + FIXME("Implement
loading two locations with one call\n"); +
I don't think we really want that.
You mean just drop those two lines?
Yeah. I think trying to load two locations at once should always be an error in the caller, so in principle it could also be an ERR instead, but just letting it get handled by the default case in the switch should be fine.