wined3d: Use the texture level count to calculate sub-resource indices for OpenGL mip-map generation.
Instead of the view's level count, which may be different. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1197,7 +1197,7 @@ static void shader_resource_view_gl_bind_and_dirtify(struct wined3d_shader_resou
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void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resource_view_gl *view_gl,
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struct wined3d_context_gl *context_gl)
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{
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unsigned int i, j, layer_count, level_count, base_level, base_layer;
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unsigned int i, j, layer_count, level_count, base_level, base_layer, sub_resource_idx;
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const struct wined3d_gl_info *gl_info = context_gl->gl_info;
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struct wined3d_texture_gl *texture_gl;
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struct gl_texture *gl_tex;
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@ -1216,8 +1216,8 @@ void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resou
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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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{
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if (!wined3d_texture_load_location(&texture_gl->t,
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(base_layer + i) * level_count + base_level, &context_gl->c, location))
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sub_resource_idx = (base_layer + i) * texture_gl->t.level_count + base_level;
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if (!wined3d_texture_load_location(&texture_gl->t, sub_resource_idx, &context_gl->c, location))
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ERR("Failed to load source layer %u.\n", base_layer + i);
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}
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@ -1249,10 +1249,9 @@ void wined3d_shader_resource_view_gl_generate_mipmap(struct wined3d_shader_resou
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{
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for (j = 1; j < level_count; ++j)
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{
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wined3d_texture_validate_location(&texture_gl->t,
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(base_layer + i) * level_count + base_level + j, location);
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wined3d_texture_invalidate_location(&texture_gl->t,
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(base_layer + i) * level_count + base_level + j, ~location);
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sub_resource_idx = (base_layer + i) * texture_gl->t.level_count + base_level + j;
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wined3d_texture_validate_location(&texture_gl->t, sub_resource_idx, location);
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wined3d_texture_invalidate_location(&texture_gl->t, sub_resource_idx, ~location);
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}
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}
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