wined3d: Use texture3d_upload_data() in texture3d_srgb_transfer().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2122,6 +2122,7 @@ static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned in
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struct wined3d_context *context, BOOL dest_is_srgb)
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{
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struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
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unsigned int row_pitch, slice_pitch;
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struct wined3d_bo_address data;
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/* Optimisations are possible, but the effort should be put into either
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@ -2135,10 +2136,12 @@ static void texture3d_srgb_transfer(struct wined3d_texture *texture, unsigned in
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if (!(data.addr = HeapAlloc(GetProcessHeap(), 0, sub_resource->size)))
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return;
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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wined3d_texture_bind_and_dirtify(texture, context, !dest_is_srgb);
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texture3d_download_data(texture, sub_resource_idx, context, &data);
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wined3d_texture_bind_and_dirtify(texture, context, dest_is_srgb);
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wined3d_volume_upload_data(texture, sub_resource_idx, context, wined3d_const_bo_address(&data));
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texture3d_upload_data(texture, sub_resource_idx, context,
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wined3d_const_bo_address(&data), row_pitch, slice_pitch);
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HeapFree(GetProcessHeap(), 0, data.addr);
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}
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