On 16 June 2015 at 22:45, Matteo Bruni mbruni@codeweavers.com wrote:
switch (resource_type) { case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
...
type_part = "1D"; break;
There's nothing necessarily wrong with this, but it also seems that aside from the "texrect" handling you could just use the same lookup table you're using for the coordinate mask size.