wined3d: Use resource.map_binding as destination location for blits to WINED3D_POOL_SYSTEM_MEM textures.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3405,6 +3405,7 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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struct wined3d_swapchain *src_swapchain, *dst_swapchain;
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DWORD src_ds_flags, dst_ds_flags;
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BOOL scale, convert;
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DWORD dst_location;
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static const DWORD simple_blit = WINED3D_BLT_ASYNC
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| WINED3D_BLT_SRC_CKEY
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@ -3511,17 +3512,19 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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src_rect, src_texture->resource.usage, src_texture->resource.pool, src_texture->resource.format,
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dst_rect, dst_texture->resource.usage, dst_texture->resource.pool, dst_texture->resource.format)))
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{
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if (dst_texture->resource.pool == WINED3D_POOL_SYSTEM_MEM)
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dst_location = dst_texture->resource.map_binding;
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else
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dst_location = dst_texture->resource.draw_binding;
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context = context_acquire(device, dst_texture, dst_sub_resource_idx);
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blitter->blit_surface(device, WINED3D_BLIT_OP_DEPTH_BLIT, context,
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src_surface, src_texture->resource.draw_binding, src_rect,
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dst_surface, dst_texture->resource.draw_binding, dst_rect,
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NULL, filter);
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dst_surface, dst_location, dst_rect, NULL, filter);
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context_release(context);
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wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx,
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dst_texture->resource.draw_binding);
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wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx,
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~dst_texture->resource.draw_binding);
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wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_location);
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wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_location);
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return WINED3D_OK;
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}
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@ -3620,17 +3623,19 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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{
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struct wined3d_context *context;
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if (dst_texture->resource.pool == WINED3D_POOL_SYSTEM_MEM)
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dst_location = dst_texture->resource.map_binding;
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else
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dst_location = dst_texture->resource.draw_binding;
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context = context_acquire(device, dst_texture, dst_sub_resource_idx);
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blitter->blit_surface(device, blit_op, context,
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src_surface, src_texture->resource.draw_binding, src_rect,
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dst_surface, dst_texture->resource.draw_binding, dst_rect,
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colour_key, filter);
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dst_surface, dst_location, dst_rect, colour_key, filter);
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context_release(context);
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wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx,
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dst_texture->resource.draw_binding);
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wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx,
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~dst_texture->resource.draw_binding);
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wined3d_texture_validate_location(dst_texture, dst_sub_resource_idx, dst_location);
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wined3d_texture_invalidate_location(dst_texture, dst_sub_resource_idx, ~dst_location);
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return WINED3D_OK;
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}
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