wined3d: Use wined3d_texture_get_level_box() in texture2d_load_texture().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1548,9 +1548,7 @@ BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_re
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}
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}
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level = sub_resource_idx % texture->level_count;
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level = sub_resource_idx % texture->level_count;
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width = wined3d_texture_get_level_width(texture, level);
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wined3d_texture_get_level_box(texture, level, &src_box);
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height = wined3d_texture_get_level_height(texture, level);
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wined3d_box_set(&src_box, 0, 0, width, height, 0, 1);
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if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
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if (!depth && sub_resource->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
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&& (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
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&& (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
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@ -1560,7 +1558,7 @@ BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_re
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{
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{
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RECT src_rect;
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RECT src_rect;
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SetRect(&src_rect, 0, 0, width, height);
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SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
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if (srgb)
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if (srgb)
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texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
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texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT,
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texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect,
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texture, sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, &src_rect,
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@ -1581,7 +1579,7 @@ BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_re
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DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
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DWORD dst_location = srgb ? WINED3D_LOCATION_TEXTURE_SRGB : WINED3D_LOCATION_TEXTURE_RGB;
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RECT src_rect;
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RECT src_rect;
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SetRect(&src_rect, 0, 0, width, height);
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SetRect(&src_rect, src_box.left, src_box.top, src_box.right, src_box.bottom);
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if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
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if (fbo_blitter_supported(WINED3D_BLIT_OP_COLOR_BLIT, gl_info,
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&texture->resource, src_location, &texture->resource, dst_location))
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&texture->resource, src_location, &texture->resource, dst_location))
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texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT, texture, sub_resource_idx,
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texture2d_blt_fbo(device, context, WINED3D_TEXF_POINT, texture, sub_resource_idx,
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@ -1640,6 +1638,8 @@ BOOL texture2d_load_texture(struct wined3d_texture *texture, unsigned int sub_re
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wined3d_texture_get_memory(texture, sub_resource_idx, &data, sub_resource->locations);
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wined3d_texture_get_memory(texture, sub_resource_idx, &data, sub_resource->locations);
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if (conversion)
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if (conversion)
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{
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{
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width = src_box.right - src_box.left;
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height = src_box.bottom - src_box.top;
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wined3d_format_calculate_pitch(format, device->surface_alignment,
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wined3d_format_calculate_pitch(format, device->surface_alignment,
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width, height, &dst_row_pitch, &dst_slice_pitch);
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width, height, &dst_row_pitch, &dst_slice_pitch);
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