diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 3e4559987aa..5fd238e46d1 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -2662,6 +2662,7 @@ static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RE if ((src_swapchain || src_surface == rt) && !dst_swapchain) { + unsigned int src_width, src_height; /* Blit from render target to texture */ BOOL stretchx; @@ -2695,8 +2696,10 @@ static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RE * back buffer. This is slower than reading line per line, thus not used for flipping * -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied * pixel by pixel. */ - if (!stretchx || dst_rect->right - dst_rect->left > src_surface->resource.width - || dst_rect->bottom - dst_rect->top > src_surface->resource.height) + 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); + if (!stretchx || dst_rect->right - dst_rect->left > src_width + || dst_rect->bottom - dst_rect->top > src_height) { TRACE("No stretching in x direction, using direct framebuffer -> texture copy.\n"); fb_copy_to_texture_direct(dst_surface, src_surface, src_rect, dst_rect, filter);