Dear All:
Looking at d3dx9 bugs, bug 24899 requires D3DXCreateRenderToSurface.
This, somewhat barebones, patch, implements core functionality of D3DXCreateRenderToSurface, along with a barebones ID3DXRenderToSurface implementation.
I was wondering, in order to get this patch accepted into the wine code base, how much more of ID3DXRenderToSurface needs to be implemented?
Thank you Misha
2011/2/16 Misha Koshelev misha680@gmail.com:
Dear All:
Looking at d3dx9 bugs, bug 24899 requires D3DXCreateRenderToSurface.
This, somewhat barebones, patch, implements core functionality of D3DXCreateRenderToSurface, along with a barebones ID3DXRenderToSurface implementation.
I was wondering, in order to get this patch accepted into the wine code base, how much more of ID3DXRenderToSurface needs to be implemented?
Thank you Misha
The patch stubs all methods of ID3DXRenderToSurface, right? I think you can already send it, even if it lacks the actual implementation. Does it make any game go further?
I didn't look carefully at the code, one nitpick is to change the name of the test function called from inside START_TEST(core) to test_ID3DXRenderToSurface for consistency.
On Thu, Feb 17, 2011 at 6:37 PM, Matteo Bruni matteo.mystral@gmail.com wrote:
2011/2/16 Misha Koshelev misha680@gmail.com: The patch stubs all methods of ID3DXRenderToSurface, right? I think you can already send it, even if it lacks the actual implementation. Does it make any game go further?
Yes, it does stub those methods. Yes, it makes The Last Dance go farther (marginally, but farther).
I didn't look carefully at the code, one nitpick is to change the name of the test function called from inside START_TEST(core) to test_ID3DXRenderToSurface for consistency.
Thank you. I have attached the updated patch.
In the spirit of one thing at a time, if it is time to submit patches, I will first send the single <-> half precision float conversion patch that Stefan Dosinger has so graciously vetted quite a bit.
If there are any more comments on this patch (or on D3DXCreateTorus), much appreciated.
Thank you Misha
FWIW, I had implemented this a few years ago with my (long defunct) Linux-D3D project. I've attached what I had.
It's written in C++, but converting it to C shouldn't be too difficult. It hasn't had any real testing, so I can't say how good of an implementation it is (I only implemented it to satisfy a simple demo app), but perhaps it may be a good starting point.