wined3d: Pass non-NULL rectangles to wined3d_surface_blt() in resolve_depth_buffer().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2015,6 +2015,7 @@ static void resolve_depth_buffer(struct wined3d_state *state)
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{
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struct wined3d_texture *texture = state->textures[0];
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struct wined3d_surface *depth_stencil, *surface;
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RECT src_rect, dst_rect;
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if (!texture || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
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|| !(texture->resource.format_flags & WINED3DFMT_FLAG_DEPTH))
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@ -2023,7 +2024,9 @@ static void resolve_depth_buffer(struct wined3d_state *state)
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if (!(depth_stencil = wined3d_rendertarget_view_get_surface(state->fb->depth_stencil)))
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return;
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wined3d_surface_blt(surface, NULL, depth_stencil, NULL, 0, NULL, WINED3D_TEXF_POINT);
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SetRect(&dst_rect, 0, 0, surface->resource.width, surface->resource.height);
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SetRect(&src_rect, 0, 0, depth_stencil->resource.width, depth_stencil->resource.height);
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wined3d_surface_blt(surface, &dst_rect, depth_stencil, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
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}
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void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
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