wined3d: Convert the full surface for now.
Until we have proper subrectangle handling for offscreen surfaces, surface conversion has to use the real surface sizes, and not the size of the opengl subrectangle that it is going to upload. Due to the power of 2 limitations the gl height may be bigger than the real surface height. If that is not the case, the uploading function will pick the correct parts from the converted surface data.
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@ -1714,7 +1714,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
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pitch = IWineD3DSurface_GetPitch(iface);
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if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
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int height = This->glRect.bottom - This->glRect.top;
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int height = This->currentDesc.Height;
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/* Stick to the alignment for the converted surface too, makes it easier to load the surface */
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outpitch = width * bpp;
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