wined3d: Use the resource access flags in wined3d_surface_blt().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-02-01 03:07:33 +03:30 committed by Alexandre Julliard
parent 4928e38c0a
commit 74c97c9a56
1 changed files with 6 additions and 6 deletions

View File

@ -3854,10 +3854,10 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
{
TRACE("Depth/stencil blit.\n");
if (dst_texture->resource.pool == WINED3D_POOL_SYSTEM_MEM)
dst_location = dst_texture->resource.map_binding;
else
if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)
dst_location = dst_texture->resource.draw_binding;
else
dst_location = dst_texture->resource.map_binding;
context = context_acquire(device, dst_texture, dst_sub_resource_idx);
valid_locations = device->blitter->ops->blitter_blit(device->blitter,
@ -3959,10 +3959,10 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
blit_op = WINED3D_BLIT_OP_RAW_BLIT;
}
if (dst_texture->resource.pool == WINED3D_POOL_SYSTEM_MEM)
dst_location = dst_texture->resource.map_binding;
else
if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)
dst_location = dst_texture->resource.draw_binding;
else
dst_location = dst_texture->resource.map_binding;
context = context_acquire(device, dst_texture, dst_sub_resource_idx);
valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,