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>
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@ -2172,9 +2172,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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struct wined3d_device *device = dst_texture->resource.device;
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GLuint src, backup = 0;
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float left, right, top, bottom; /* Texture coordinates */
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UINT fbwidth = src_surface->resource.width;
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UINT fbheight = src_surface->resource.height;
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const struct wined3d_gl_info *gl_info;
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unsigned int src_width, src_height;
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struct wined3d_context *context;
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GLenum drawBuffer = GL_BACK;
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GLenum offscreen_buffer;
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@ -2192,6 +2191,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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wined3d_texture_load(dst_texture, context, FALSE);
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offscreen_buffer = context_get_offscreen_gl_buffer(context);
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src_width = wined3d_texture_get_level_width(src_texture, src_surface->texture_level);
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src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level);
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src_offscreen = wined3d_resource_is_offscreen(&src_texture->resource);
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noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
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@ -2258,7 +2259,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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}
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/* TODO: Only back up the part that will be overwritten */
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, fbwidth, fbheight);
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, src_width, src_height);
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checkGLcall("glCopyTexSubImage2D");
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@ -2288,7 +2289,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
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src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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checkGLcall("glTexImage2D");
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, fbwidth, fbheight);
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, src_width, src_height);
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gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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checkGLcall("glTexParameteri");
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@ -2312,13 +2313,13 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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if (!upsidedown)
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{
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top = src_surface->resource.height - src_rect->top;
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bottom = src_surface->resource.height - src_rect->bottom;
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top = src_height - src_rect->top;
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bottom = src_height - src_rect->bottom;
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}
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else
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{
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top = src_surface->resource.height - src_rect->bottom;
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bottom = src_surface->resource.height - src_rect->top;
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top = src_height - src_rect->bottom;
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bottom = src_height - src_rect->top;
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}
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if (src_texture->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
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@ -2398,20 +2399,20 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
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gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
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/* top left */
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gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f);
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gl_info->gl_ops.gl.p_glVertex2i(0, fbheight);
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gl_info->gl_ops.gl.p_glVertex2i(0, src_height);
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/* bottom left */
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gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
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gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)src_height / (float)src_surface->pow2Height);
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gl_info->gl_ops.gl.p_glVertex2i(0, 0);
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/* bottom right */
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gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
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(float)fbheight / (float)src_surface->pow2Height);
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gl_info->gl_ops.gl.p_glVertex2i(fbwidth, 0);
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gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_surface->pow2Width,
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(float)src_height / (float)src_surface->pow2Height);
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gl_info->gl_ops.gl.p_glVertex2i(src_width, 0);
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/* top right */
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gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
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gl_info->gl_ops.gl.p_glVertex2i(fbwidth, fbheight);
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gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_surface->pow2Width, 0.0f);
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gl_info->gl_ops.gl.p_glVertex2i(src_width, src_height);
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gl_info->gl_ops.gl.p_glEnd();
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}
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gl_info->gl_ops.gl.p_glDisable(texture_target);
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