diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 3630da29e30..f028d10ebac 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -3409,7 +3409,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS * with single pixel copy calls */ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3DSurface *SrcSurface, - const WINED3DRECT *srect, const WINED3DRECT *drect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) + const RECT *src_rect, const RECT *dst_rect, BOOL upsidedown, WINED3DTEXTUREFILTERTYPE Filter) { IWineD3DDeviceImpl *myDevice = This->resource.device; float xrel, yrel; @@ -3436,8 +3436,8 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D } checkGLcall("glReadBuffer"); - xrel = (float) (srect->x2 - srect->x1) / (float) (drect->x2 - drect->x1); - yrel = (float) (srect->y2 - srect->y1) / (float) (drect->y2 - drect->y1); + xrel = (float) (src_rect->right - src_rect->left) / (float) (dst_rect->right - dst_rect->left); + yrel = (float) (src_rect->bottom - src_rect->top) / (float) (dst_rect->bottom - dst_rect->top); if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) { @@ -3460,18 +3460,18 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do */ glCopyTexSubImage2D(This->texture_target, This->texture_level, - drect->x1 /*xoffset */, drect->y1 /* y offset */, - srect->x1, Src->currentDesc.Height - srect->y2, - drect->x2 - drect->x1, drect->y2 - drect->y1); + dst_rect->left /*xoffset */, dst_rect->top /* y offset */, + src_rect->left, Src->currentDesc.Height - src_rect->bottom, + dst_rect->right - dst_rect->left, dst_rect->bottom - dst_rect->top); } else { - UINT yoffset = Src->currentDesc.Height - srect->y1 + drect->y1 - 1; + UINT yoffset = Src->currentDesc.Height - src_rect->top + dst_rect->top - 1; /* I have to process this row by row to swap the image, * otherwise it would be upside down, so stretching in y direction * doesn't cost extra time * * However, stretching in x direction can be avoided if not necessary */ - for(row = drect->y1; row < drect->y2; row++) { + for(row = dst_rect->top; row < dst_rect->bottom; row++) { if ((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) { /* Well, that stuff works, but it's very slow. @@ -3479,15 +3479,15 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D */ UINT col; - for(col = drect->x1; col < drect->x2; col++) { + for(col = dst_rect->left; col < dst_rect->right; col++) { glCopyTexSubImage2D(This->texture_target, This->texture_level, - drect->x1 + col /* x offset */, row /* y offset */, - srect->x1 + col * xrel, yoffset - (int) (row * yrel), 1, 1); + dst_rect->left + col /* x offset */, row /* y offset */, + src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1); } } else { glCopyTexSubImage2D(This->texture_target, This->texture_level, - drect->x1 /* x offset */, row /* y offset */, - srect->x1, yoffset - (int) (row * yrel), drect->x2-drect->x1, 1); + dst_rect->left /* x offset */, row /* y offset */, + src_rect->left, yoffset - (int) (row * yrel), dst_rect->right-dst_rect->left, 1); } } } @@ -3994,7 +3994,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const } else if((!stretchx) || dst_rect.right - dst_rect.left > Src->currentDesc.Width || dst_rect.bottom - dst_rect.top > Src->currentDesc.Height) { TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n"); - fb_copy_to_texture_direct(This, SrcSurface, (WINED3DRECT*)&src_rect, (WINED3DRECT*)&dst_rect, upsideDown, Filter); + fb_copy_to_texture_direct(This, SrcSurface, &src_rect, &dst_rect, upsideDown, Filter); } else { TRACE("Using hardware stretching to flip / stretch the texture\n"); fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, (WINED3DRECT*)&src_rect, (WINED3DRECT*)&dst_rect, upsideDown, Filter);