wined3d: Get resource info from the texture in context_find_fbo_entry().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
b334f1d237
commit
40ef70eb39
|
@ -480,15 +480,16 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
|
|||
WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
|
||||
depth_stencil = NULL;
|
||||
}
|
||||
else if (depth_stencil->resource.multisample_type
|
||||
!= render_targets[0]->resource.multisample_type
|
||||
|| depth_stencil->resource.multisample_quality
|
||||
!= render_targets[0]->resource.multisample_quality)
|
||||
else if (depth_stencil->container->resource.multisample_type
|
||||
!= render_targets[0]->container->resource.multisample_type
|
||||
|| depth_stencil->container->resource.multisample_quality
|
||||
!= render_targets[0]->container->resource.multisample_quality)
|
||||
{
|
||||
WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
|
||||
render_targets[0]->resource.multisample_type,
|
||||
render_targets[0]->resource.multisample_quality,
|
||||
depth_stencil->resource.multisample_type, depth_stencil->resource.multisample_quality);
|
||||
render_targets[0]->container->resource.multisample_type,
|
||||
render_targets[0]->container->resource.multisample_quality,
|
||||
depth_stencil->container->resource.multisample_type,
|
||||
depth_stencil->container->resource.multisample_quality);
|
||||
depth_stencil = NULL;
|
||||
}
|
||||
else
|
||||
|
@ -505,21 +506,22 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
|
|||
{
|
||||
if (render_targets[i])
|
||||
{
|
||||
TRACE("\tColor attachment %u: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
|
||||
i, render_targets[i], debug_d3dformat(render_targets[i]->resource.format->id),
|
||||
TRACE(" Color attachment %u: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
|
||||
i, render_targets[i], debug_d3dformat(render_targets[i]->container->resource.format->id),
|
||||
context->fbo_key->objects[i + 1].object,
|
||||
context->fbo_key->rb_namespace & (1 << (i + 1)) ? "rb" : "texure",
|
||||
render_targets[i]->pow2Width, render_targets[i]->pow2Height,
|
||||
render_targets[i]->resource.multisample_type);
|
||||
render_targets[i]->container->resource.multisample_type);
|
||||
}
|
||||
}
|
||||
if (depth_stencil)
|
||||
{
|
||||
TRACE("\tDepth attachment: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
|
||||
depth_stencil, debug_d3dformat(depth_stencil->resource.format->id),
|
||||
TRACE(" Depth attachment: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
|
||||
depth_stencil, debug_d3dformat(depth_stencil->container->resource.format->id),
|
||||
context->fbo_key->objects[0].object,
|
||||
context->fbo_key->rb_namespace & (1 << 0) ? "rb" : "texure",
|
||||
depth_stencil->pow2Width, depth_stencil->pow2Height, depth_stencil->resource.multisample_type);
|
||||
depth_stencil->pow2Width, depth_stencil->pow2Height,
|
||||
depth_stencil->container->resource.multisample_type);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue