wined3d: Get resource info from the texture in fb_copy_to_texture_hwstretch().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-03-19 10:35:50 +01:00 committed by Alexandre Julliard
parent 69f8b3182e
commit 77a396a086
1 changed files with 14 additions and 13 deletions

View File

@ -2321,7 +2321,9 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, struct wined3d_surface *src_surface,
const RECT *src_rect, const RECT *dst_rect_in, enum wined3d_texture_filter_type filter)
{
struct wined3d_device *device = dst_surface->resource.device;
struct wined3d_texture *src_texture = src_surface->container;
struct wined3d_texture *dst_texture = dst_surface->container;
struct wined3d_device *device = dst_texture->resource.device;
GLuint src, backup = 0;
float left, right, top, bottom; /* Texture coordinates */
UINT fbwidth = src_surface->resource.width;
@ -2341,16 +2343,16 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
context = context_acquire(device, src_surface);
gl_info = context->gl_info;
context_apply_blit_state(context, device);
wined3d_texture_load(dst_surface->container, context, FALSE);
wined3d_texture_load(dst_texture, context, FALSE);
offscreen_buffer = context_get_offscreen_gl_buffer(context);
src_offscreen = wined3d_resource_is_offscreen(&src_surface->container->resource);
src_offscreen = wined3d_resource_is_offscreen(&src_texture->resource);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
if (!noBackBufferBackup && !src_surface->container->texture_rgb.name)
if (!noBackBufferBackup && !src_texture->texture_rgb.name)
{
/* Get it a description */
wined3d_texture_load(src_surface->container, context, FALSE);
wined3d_texture_load(src_texture, context, FALSE);
}
/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
@ -2380,7 +2382,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
* we are reading from the back buffer, the backup can be used as source texture
*/
texture_target = src_surface->texture_target;
context_bind_texture(context, texture_target, src_surface->container->texture_rgb.name);
context_bind_texture(context, texture_target, src_texture->texture_rgb.name);
gl_info->gl_ops.gl.p_glEnable(texture_target);
checkGLcall("glEnable(texture_target)");
@ -2421,10 +2423,9 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
wined3d_gl_min_mip_filter(filter, WINED3D_TEXF_NONE));
checkGLcall("glTexParameteri");
if (!src_surface->container->swapchain
|| src_surface->container == src_surface->container->swapchain->back_buffers[0])
if (!src_texture->swapchain || src_texture == src_texture->swapchain->back_buffers[0])
{
src = backup ? backup : src_surface->container->texture_rgb.name;
src = backup ? backup : src_texture->texture_rgb.name;
}
else
{
@ -2474,7 +2475,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
bottom = src_surface->resource.height - src_rect->top;
}
if (src_surface->container->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
if (src_texture->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
{
left /= src_surface->pow2Width;
right /= src_surface->pow2Width;
@ -2516,7 +2517,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
}
/* Now read the stretched and upside down image into the destination texture */
context_bind_texture(context, texture_target, dst_surface->container->texture_rgb.name);
context_bind_texture(context, texture_target, dst_texture->texture_rgb.name);
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target,
0,
dst_rect.left, dst_rect.top, /* xoffset, yoffset */
@ -2545,7 +2546,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
gl_info->gl_ops.gl.p_glEnable(src_surface->texture_target);
texture_target = src_surface->texture_target;
}
context_bind_texture(context, src_surface->texture_target, src_surface->container->texture_rgb.name);
context_bind_texture(context, src_surface->texture_target, src_texture->texture_rgb.name);
}
gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
@ -2571,7 +2572,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
checkGLcall("glDisable(texture_target)");
/* Cleanup */
if (src != src_surface->container->texture_rgb.name && src != backup)
if (src != src_texture->texture_rgb.name && src != backup)
{
gl_info->gl_ops.gl.p_glDeleteTextures(1, &src);
checkGLcall("glDeleteTextures(1, &src)");