wined3d: Use the texture dimension helpers in surface_set_compatible_renderbuffer().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1243,17 +1243,17 @@ void surface_set_compatible_renderbuffer(struct wined3d_surface *surface, const
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if (rt && rt->container->resource.format->id != WINED3DFMT_NULL)
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{
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width = rt->pow2Width;
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height = rt->pow2Height;
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width = wined3d_texture_get_level_pow2_width(rt->container, rt->texture_level);
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height = wined3d_texture_get_level_pow2_height(rt->container, rt->texture_level);
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}
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else
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{
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width = surface->pow2Width;
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height = surface->pow2Height;
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width = wined3d_texture_get_level_pow2_width(surface->container, surface->texture_level);
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height = wined3d_texture_get_level_pow2_height(surface->container, surface->texture_level);
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}
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src_width = surface->pow2Width;
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src_height = surface->pow2Height;
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src_width = wined3d_texture_get_level_pow2_width(surface->container, surface->texture_level);
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src_height = wined3d_texture_get_level_pow2_height(surface->container, surface->texture_level);
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/* A depth stencil smaller than the render target is not valid */
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if (width > src_width || height > src_height) return;
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