wined3d: Get resource info from the texture in read_from_framebuffer().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-03-19 10:35:46 +01:00 committed by Alexandre Julliard
parent d65446af3d
commit 1e8befdbf0
1 changed files with 7 additions and 6 deletions

View File

@ -1992,7 +1992,8 @@ do { \
static void read_from_framebuffer(struct wined3d_surface *surface,
struct wined3d_context *old_ctx, DWORD dst_location)
{
struct wined3d_device *device = surface->resource.device;
struct wined3d_texture *texture = surface->container;
struct wined3d_device *device = texture->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context = old_ctx;
struct wined3d_surface *restore_rt = NULL;
@ -2018,7 +2019,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
* There is no need to keep track of the current read buffer or reset it, every part of the code
* that reads sets the read buffer as desired.
*/
if (wined3d_resource_is_offscreen(&surface->container->resource))
if (wined3d_resource_is_offscreen(&texture->resource))
{
/* Mapping the primary render target which is not on a swapchain.
* Read from the back buffer. */
@ -2042,16 +2043,16 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
checkGLcall("glBindBuffer");
}
wined3d_texture_get_pitch(surface->container, surface->texture_level, &row_pitch, &slice_pitch);
wined3d_texture_get_pitch(texture, surface->texture_level, &row_pitch, &slice_pitch);
/* Setup pixel store pack state -- to glReadPixels into the correct place */
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / surface->resource.format->byte_count);
gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / texture->resource.format->byte_count);
checkGLcall("glPixelStorei");
gl_info->gl_ops.gl.p_glReadPixels(0, 0,
surface->resource.width, surface->resource.height,
surface->resource.format->glFormat,
surface->resource.format->glType, data.addr);
texture->resource.format->glFormat,
texture->resource.format->glType, data.addr);
checkGLcall("glReadPixels");
/* Reset previous pixel store pack state */