On 30 October 2016 at 15:02, Stefan Dösinger stefandoesinger@gmx.at wrote:
Once we have buffer->buffer copies working we can load the source data into a buffer in SetExecuteData and never have to lock the destination buffer.
In general I think wined3d_device_copy_sub_resource_region() is supposed to work for buffers. Is there something in particular that's broken?
Am 2016-10-31 um 08:35 schrieb Henri Verbeet:
In general I think wined3d_device_copy_sub_resource_region() is supposed to work for buffers. Is there something in particular that's broken?
Nothing, except that I apparently missed the patch that implemented it :-) . I kinda assumed it didn't exist yet because buffers and textures are still doing their individual things.