wined3d: Explicitly calculate the sub-resource level in wined3d_texture_update_overlay().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-03-05 11:06:33 +03:30 committed by Alexandre Julliard
parent 2eb4d15b13
commit 665c8c84c7
1 changed files with 10 additions and 8 deletions

View File

@ -2764,9 +2764,10 @@ HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, un
const RECT *src_rect, struct wined3d_texture *dst_texture, unsigned int dst_sub_resource_idx,
const RECT *dst_rect, DWORD flags)
{
struct wined3d_texture_sub_resource *sub_resource, *dst_sub_resource;
struct wined3d_surface *surface, *dst_surface;
struct wined3d_texture_sub_resource *dst_sub_resource;
struct wined3d_overlay_info *overlay;
struct wined3d_surface *dst_surface;
unsigned int level, dst_level;
TRACE("texture %p, sub_resource_idx %u, src_rect %s, dst_texture %p, "
"dst_sub_resource_idx %u, dst_rect %s, flags %#x.\n",
@ -2774,7 +2775,7 @@ HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, un
dst_sub_resource_idx, wine_dbgstr_rect(dst_rect), flags);
if (!(texture->resource.usage & WINED3DUSAGE_OVERLAY) || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
|| !(sub_resource = wined3d_texture_get_sub_resource(texture, sub_resource_idx)))
|| sub_resource_idx >= texture->level_count * texture->layer_count)
{
WARN("Invalid sub-resource specified.\n");
return WINEDDERR_NOTAOVERLAYSURFACE;
@ -2789,21 +2790,22 @@ HRESULT CDECL wined3d_texture_update_overlay(struct wined3d_texture *texture, un
overlay = &texture->overlay_info[sub_resource_idx];
surface = sub_resource->u.surface;
level = sub_resource_idx % texture->level_count;
if (src_rect)
overlay->src_rect = *src_rect;
else
SetRect(&overlay->src_rect, 0, 0,
wined3d_texture_get_level_width(texture, surface->texture_level),
wined3d_texture_get_level_height(texture, surface->texture_level));
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level));
dst_surface = dst_sub_resource->u.surface;
dst_level = dst_sub_resource_idx % dst_texture->level_count;
if (dst_rect)
overlay->dst_rect = *dst_rect;
else
SetRect(&overlay->dst_rect, 0, 0,
wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level),
wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level));
wined3d_texture_get_level_width(dst_texture, dst_level),
wined3d_texture_get_level_height(dst_texture, dst_level));
if (overlay->dst && (overlay->dst != dst_surface || flags & WINEDDOVER_HIDE))
{