wined3d: Fix shader_resource_view_generate_mipmaps() with texture views.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -844,14 +844,20 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
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location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
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for (i = 0; i < layer_count; ++i)
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wined3d_texture_load_location(texture, i * level_count + base_level, context, location);
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if (view->gl_view.name)
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{
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shader_resource_view_bind_and_dirtify(view, context);
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}
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else
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{
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wined3d_texture_bind_and_dirtify(texture, context, srgb);
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gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
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gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, max_level);
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}
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if (gl_info->supported[ARB_SAMPLER_OBJECTS])
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GL_EXTCALL(glBindSampler(context->active_texture, 0));
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gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_BASE_LEVEL, base_level);
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gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, max_level);
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gl_tex = wined3d_texture_get_gl_texture(texture, srgb);
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if (context->d3d_info->wined3d_creation_flags & WINED3D_SRGB_READ_WRITE_CONTROL)
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{
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@ -872,11 +878,11 @@ void shader_resource_view_generate_mipmaps(struct wined3d_shader_resource_view *
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}
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}
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gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, level_count - 1);
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if (srgb)
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texture->texture_srgb.base_level = base_level;
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else
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texture->texture_rgb.base_level = base_level;
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if (!view->gl_view.name)
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{
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gl_tex->base_level = base_level;
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gl_info->gl_ops.gl.p_glTexParameteri(texture->target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
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}
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context_release(context);
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}
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