wined3d: Use the texture dimension helpers in fb_copy_to_texture_hwstretch().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1980,13 +1980,13 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
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{
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unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
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unsigned int src_width, src_height, src_pow2_width, src_pow2_height;
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struct wined3d_texture *src_texture = src_surface->container;
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struct wined3d_texture *dst_texture = dst_surface->container;
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struct wined3d_device *device = dst_texture->resource.device;
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GLuint src, backup = 0;
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float left, right, top, bottom; /* Texture coordinates */
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const struct wined3d_gl_info *gl_info;
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unsigned int src_width, src_height;
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struct wined3d_context *context;
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GLenum drawBuffer = GL_BACK;
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GLenum offscreen_buffer;
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@ -2006,6 +2006,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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offscreen_buffer = context_get_offscreen_gl_buffer(context);
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src_width = wined3d_texture_get_level_width(src_texture, src_surface->texture_level);
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src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level);
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src_pow2_width = wined3d_texture_get_level_pow2_width(src_texture, src_surface->texture_level);
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src_pow2_height = wined3d_texture_get_level_pow2_height(src_texture, src_surface->texture_level);
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src_offscreen = wined3d_resource_is_offscreen(&src_texture->resource);
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noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
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@ -2096,11 +2098,11 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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checkGLcall("glGenTextures(1, &src)");
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context_bind_texture(context, GL_TEXTURE_2D, src);
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/* TODO: Only copy the part that will be read. Use src_rect->left, src_rect->bottom as origin, but with the width watch
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* out for power of 2 sizes
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*/
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gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
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src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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/* TODO: Only copy the part that will be read. Use src_rect->left,
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* src_rect->bottom as origin, but with the width watch out for power
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* of 2 sizes. */
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gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_pow2_width,
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src_pow2_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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checkGLcall("glTexImage2D");
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, src_width, src_height);
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@ -2137,10 +2139,10 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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if (src_texture->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
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{
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left /= src_surface->pow2Width;
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right /= src_surface->pow2Width;
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top /= src_surface->pow2Height;
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bottom /= src_surface->pow2Height;
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left /= src_pow2_width;
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right /= src_pow2_width;
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top /= src_pow2_height;
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bottom /= src_pow2_height;
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}
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/* draw the source texture stretched and upside down. The correct surface is bound already */
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@ -2215,16 +2217,16 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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gl_info->gl_ops.gl.p_glVertex2i(0, src_height);
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/* bottom left */
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gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)src_height / (float)src_surface->pow2Height);
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gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)src_height / (float)src_pow2_height);
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gl_info->gl_ops.gl.p_glVertex2i(0, 0);
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/* bottom right */
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gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_surface->pow2Width,
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(float)src_height / (float)src_surface->pow2Height);
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gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width,
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(float)src_height / (float)src_pow2_height);
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gl_info->gl_ops.gl.p_glVertex2i(src_width, 0);
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/* top right */
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gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_surface->pow2Width, 0.0f);
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gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_pow2_width, 0.0f);
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gl_info->gl_ops.gl.p_glVertex2i(src_width, src_height);
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gl_info->gl_ops.gl.p_glEnd();
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}
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