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List: wine-devel
Subject: Re: [PATCH] wined3d: Implement buffer texture range.
From: Guillaume Charifi <guillaume.charifi () sfr ! fr>
Date: 2017-01-31 18:35:29
Message-ID: b5a65e41-ff1d-1079-2804-4794b9cb72fc () sfr ! fr
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Thank you for your detailed answer :)
Le 31/01/2017 à 00:19, Józef Kucia a écrit :
> I'll explain in more details to encourage you ;-)
>
> On Sun, Jan 29, 2017 at 1:12 PM, Józef Kucia <joseph.kucia@gmail.com> wrote:
> > Please add a test.
> Adding a test should be very easy. In test_buffer_srv() everything is
> ready to add a test with an offset. You can use "rgba16_buffer" as
> data, set size to {2.0f, 2.0f} or {1.0f, 1.0f}, and test with
> different values of "srv_first_element" and "srv_element_count". Try
> to come up with interesting test cases and test edge cases.
Looks easier than I thought, indeed. I'll be doing this.
>
> > On Sun, Jan 29, 2017 at 12:25 AM, Guillaume Charifi
> > <guillaume.charifi@sfr.fr> wrote:
> > > + GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, \
> > > view_format->glInternal, buffer->buffer_object, + \
> > > desc->u.buffer.start_idx, desc->u.buffer.count));
> > This is wrong.
> glTexBufferRange() accepts offsets and sizes in bytes, but in D3D11
> offsets and sizes for typed buffers are expressed as the number of
> elements. You have to multiply "start_idx" and "count" by
> "view_format->byte_count". A test would also help you to find this
> mistake.
Oh, I see, I'm fixing it.
>
> Another advice: start small. It's better to send a few well tested
> patches and get them accepted first.
>
> I'll hope to see some patches from you committed soon.
>
> Cheers,
> Józef
>
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