wined3d: Also check the internal format when determining GL raw blit compatibility.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=51935 Signed-off-by: Conor McCarthy <cmccarthy@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6163,6 +6163,26 @@ static void raw_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_de
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clear_rects, draw_rect, flags, colour, depth, stencil);
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}
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static bool gl_formats_compatible(struct wined3d_texture *src_texture, DWORD src_location,
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struct wined3d_texture *dst_texture, DWORD dst_location)
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{
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GLuint src_internal, dst_internal;
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bool src_ds, dst_ds;
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src_ds = src_texture->resource.format->depth_size || src_texture->resource.format->stencil_size;
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dst_ds = dst_texture->resource.format->depth_size || dst_texture->resource.format->stencil_size;
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if (src_ds == dst_ds)
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return true;
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/* Also check the internal format because, e.g. WINED3DFMT_D24_UNORM_S8_UINT has nonzero depth and stencil
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* sizes as does WINED3DFMT_R24G8_TYPELESS when bound with flag WINED3D_BIND_DEPTH_STENCIL, but these share
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* the same internal format with WINED3DFMT_R24_UNORM_X8_TYPELESS. */
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src_internal = wined3d_gl_get_internal_format(&src_texture->resource,
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wined3d_format_gl(src_texture->resource.format), src_location == WINED3D_LOCATION_TEXTURE_SRGB);
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dst_internal = wined3d_gl_get_internal_format(&dst_texture->resource,
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wined3d_format_gl(dst_texture->resource.format), dst_location == WINED3D_LOCATION_TEXTURE_SRGB);
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return src_internal == dst_internal;
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}
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static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
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struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
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DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
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@ -6177,19 +6197,15 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
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unsigned int src_level, src_layer, dst_level, dst_layer;
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struct wined3d_blitter *next;
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GLuint src_name, dst_name;
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bool src_ds, dst_ds;
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DWORD location;
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src_ds = src_texture->resource.format->depth_size || src_texture->resource.format->stencil_size;
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dst_ds = dst_texture->resource.format->depth_size || dst_texture->resource.format->stencil_size;
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/* If we would need to copy from a renderbuffer or drawable, we'd probably
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* be better off using the FBO blitter directly, since we'd need to use it
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* to copy the resource contents to the texture anyway.
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*
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* We also can't copy between depth/stencil and colour resources, since
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* the formats are considered incompatible in OpenGL. */
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if (op != WINED3D_BLIT_OP_RAW_BLIT || (src_ds != dst_ds)
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if (op != WINED3D_BLIT_OP_RAW_BLIT || !gl_formats_compatible(src_texture, src_location, dst_texture, dst_location)
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|| (src_texture->resource.format->id == dst_texture->resource.format->id
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&& (!(src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
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|| !(dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)))))
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