I don't think the series can be committed during the code freeze. However, we can get the patches ready so they can land immediately after the code freeze. Here are some initial comments.
On Wed, Jan 3, 2018 at 4:18 PM, Sven Hesse shesse@codeweavers.com wrote:
Signed-off-by: Sven Hesse shesse@codeweavers.com
dlls/wined3d/context.c | 6 ++++-- dlls/wined3d/device.c | 4 +++- dlls/wined3d/directx.c | 14 ++++++++++++++ dlls/wined3d/resource.c | 1 + dlls/wined3d/utils.c | 1 + include/wine/wined3d.h | 5 +++-- 6 files changed, 26 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 2e12d75213..53f177980d 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -392,10 +392,11 @@ static inline void context_set_fbo_key_for_render_target(const struct wined3d_co struct wined3d_resource *resource = render_target->resource; struct wined3d_texture *texture;
- if (resource && (resource->type == WINED3D_RTYPE_BUFFER || resource->type == WINED3D_RTYPE_TEXTURE_1D))
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
This FIXME() seems to be unnecessary. Does context_set_fbo_key_for_render_target() need special handling for 1D textures?
- if (!resource || resource->format->id == WINED3DFMT_NULL || resource->type == WINED3D_RTYPE_BUFFER) {
if (resource && resource->type == WINED3D_RTYPE_BUFFER)
FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type)); key->objects[idx].object = 0; key->objects[idx].target = 0; key->objects[idx].level = key->objects[idx].layer = 0;
@@ -1017,6 +1018,7 @@ void context_resource_released(const struct wined3d_device *device,