wined3d: Use "depth_size"/"stencil_size" to check for depth/stencil formats in texture2d_blt().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1483,11 +1483,11 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
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struct wined3d_swapchain *src_swapchain, *dst_swapchain;
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const struct wined3d_color_key *colour_key = NULL;
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DWORD src_location, dst_location, valid_locations;
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DWORD src_ds_flags, dst_ds_flags;
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struct wined3d_context *context;
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enum wined3d_blit_op blit_op;
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BOOL scale, convert, resolve;
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RECT src_rect, dst_rect;
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bool src_ds, dst_ds;
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static const DWORD simple_blit = WINED3D_BLT_SRC_CKEY
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| WINED3D_BLT_SRC_CKEY_OVERRIDE
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@ -1561,12 +1561,10 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
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convert = src_texture->resource.format->id != dst_texture->resource.format->id;
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resolve = src_texture->resource.multisample_type != dst_texture->resource.multisample_type;
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dst_ds_flags = dst_texture->resource.format_flags
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& (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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src_ds_flags = src_texture->resource.format_flags
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& (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
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dst_ds = dst_texture->resource.format->depth_size || dst_texture->resource.format->stencil_size;
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src_ds = src_texture->resource.format->depth_size || src_texture->resource.format->stencil_size;
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if (src_ds_flags || dst_ds_flags)
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if (src_ds || dst_ds)
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{
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TRACE("Depth/stencil blit.\n");
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