wined3d: Use the texture dimension helpers 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 2016-04-07 19:37:57 +02:00 committed by Alexandre Julliard
parent aaddf1365a
commit 81dae1c636
1 changed files with 16 additions and 15 deletions

View File

@ -2172,9 +2172,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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;
UINT fbheight = src_surface->resource.height;
const struct wined3d_gl_info *gl_info;
unsigned int src_width, src_height;
struct wined3d_context *context;
GLenum drawBuffer = GL_BACK;
GLenum offscreen_buffer;
@ -2192,6 +2191,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
wined3d_texture_load(dst_texture, context, FALSE);
offscreen_buffer = context_get_offscreen_gl_buffer(context);
src_width = wined3d_texture_get_level_width(src_texture, src_surface->texture_level);
src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level);
src_offscreen = wined3d_resource_is_offscreen(&src_texture->resource);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
@ -2258,7 +2259,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
}
/* TODO: Only back up the part that will be overwritten */
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, fbwidth, fbheight);
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, src_width, src_height);
checkGLcall("glCopyTexSubImage2D");
@ -2288,7 +2289,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
checkGLcall("glTexImage2D");
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, fbwidth, fbheight);
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, src_width, src_height);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
@ -2312,13 +2313,13 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
if (!upsidedown)
{
top = src_surface->resource.height - src_rect->top;
bottom = src_surface->resource.height - src_rect->bottom;
top = src_height - src_rect->top;
bottom = src_height - src_rect->bottom;
}
else
{
top = src_surface->resource.height - src_rect->bottom;
bottom = src_surface->resource.height - src_rect->top;
top = src_height - src_rect->bottom;
bottom = src_height - src_rect->top;
}
if (src_texture->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
@ -2398,20 +2399,20 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
/* top left */
gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f);
gl_info->gl_ops.gl.p_glVertex2i(0, fbheight);
gl_info->gl_ops.gl.p_glVertex2i(0, src_height);
/* bottom left */
gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)src_height / (float)src_surface->pow2Height);
gl_info->gl_ops.gl.p_glVertex2i(0, 0);
/* bottom right */
gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
(float)fbheight / (float)src_surface->pow2Height);
gl_info->gl_ops.gl.p_glVertex2i(fbwidth, 0);
gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_surface->pow2Width,
(float)src_height / (float)src_surface->pow2Height);
gl_info->gl_ops.gl.p_glVertex2i(src_width, 0);
/* top right */
gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
gl_info->gl_ops.gl.p_glVertex2i(fbwidth, fbheight);
gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_surface->pow2Width, 0.0f);
gl_info->gl_ops.gl.p_glVertex2i(src_width, src_height);
gl_info->gl_ops.gl.p_glEnd();
}
gl_info->gl_ops.gl.p_glDisable(texture_target);