On Mon, 4 Nov 2019 at 14:39, Conor McCarthy cmccarthy@codeweavers.com wrote:
- for (i = 0; i < buffer_count; ++i)
- {
if (node_mask[i] > 1)
FIXME("Ignoring node mask %#x.\n", node_mask[i]);
if ((ID3D12CommandQueue*)present_queue[i] != swapchain->command_queue)
FIXME("Ignoring present queue %p.\n", present_queue[i]);
- }
- return d3d12_swapchain_ResizeBuffers(iface, buffer_count, width, height, format, flags);
Is that correct? MSDN suggests "buffer_count" can be 0, in which case the original buffer count is used. It also seems to hint at the possibility of at least the "node_mask" array being allowed to be NULL. It could be lying of course, but without tests we don't know that. We also tend to implement the simpler functions on top of the more advanced ones, so that would be d3d12_swapchain_ResizeBuffers() on top of d3d12_swapchain_ResizeBuffers1() instead of the other way around.