wined3d: Use the render target its palette when performing a texture copy as the texture doesn't hold one.

This commit is contained in:
Roderick Colenbrander 2008-04-03 22:45:28 +00:00 committed by Alexandre Julliard
parent e547cf7043
commit 0efefef34b
1 changed files with 13 additions and 0 deletions

View File

@ -3093,6 +3093,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
/* Blit from render target to texture */
WINED3DRECT srect;
BOOL upsideDown, stretchx;
BOOL paletteOverride = FALSE;
if(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) {
TRACE("Color keying not supported by frame buffer to texture blit\n");
@ -3139,6 +3140,14 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
stretchx = FALSE;
}
/* When blitting from a render target a texture, the texture isn't required to have a palette.
* In this case grab the palette from the render target. */
if((This->resource.format == WINED3DFMT_P8) && (This->palette == NULL)) {
paletteOverride = TRUE;
TRACE("Source surface (%p) lacks palette, overriding palette with palette %p of destination surface (%p)\n", Src, This->palette, This);
This->palette = Src->palette;
}
/* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
* flip the image nor scale it.
*
@ -3166,6 +3175,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown, Filter);
}
/* Clear the palette as the surface didn't have a palette attached, it would confuse GetPalette and other calls */
if(paletteOverride)
This->palette = NULL;
if(!(This->Flags & SFLAG_DONOTFREE)) {
HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
This->resource.allocatedMemory = NULL;