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>
This commit is contained in:
Conor McCarthy 2021-12-21 14:18:22 +10:00 committed by Alexandre Julliard
parent 240f2f3963
commit 586b52204e
1 changed files with 21 additions and 5 deletions

View File

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