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