wined3d: Use the proper texture target in fb_copy_to_texture_direct().
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@ -4888,6 +4888,12 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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struct wined3d_context *context;
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struct wined3d_context *context;
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BOOL upsidedown = FALSE;
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BOOL upsidedown = FALSE;
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RECT dst_rect = *dst_rect_in;
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RECT dst_rect = *dst_rect_in;
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GLenum dst_target;
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if (dst_surface->container.type == WINED3D_CONTAINER_TEXTURE)
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dst_target = dst_surface->container.u.texture->target;
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else
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dst_target = dst_surface->texture_target;
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/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
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/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
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* glCopyTexSubImage is a bit picky about the parameters we pass to it
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* glCopyTexSubImage is a bit picky about the parameters we pass to it
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@ -4905,7 +4911,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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ENTER_GL();
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ENTER_GL();
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/* Bind the target texture */
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/* Bind the target texture */
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context_bind_texture(context, dst_surface->texture_target, dst_surface->texture_name);
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context_bind_texture(context, dst_target, dst_surface->texture_name);
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if (surface_is_offscreen(src_surface))
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if (surface_is_offscreen(src_surface))
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{
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{
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TRACE("Reading from an offscreen target\n");
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TRACE("Reading from an offscreen target\n");
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