wined3d: Use blit_shader.blit_surface() in swapchain_blit().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -368,23 +368,14 @@ static void swapchain_blit(const struct wined3d_swapchain *swapchain,
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{
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struct wined3d_device *device = swapchain->device;
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struct wined3d_context *context2;
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RECT r;
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context2 = context_acquire(device, texture, 0);
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context_apply_blit_state(context2, device);
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r = *dst_rect;
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surface_translate_drawable_coords(back_buffer, swapchain->win_handle, &r);
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if (is_complex_fixup(texture->resource.format->color_fixup))
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filter = WINED3D_TEXF_NONE;
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context_apply_fbo_state_blit(context2, GL_FRAMEBUFFER, back_buffer, NULL, WINED3D_LOCATION_DRAWABLE);
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context_set_draw_buffer(context, GL_BACK);
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context2 = context_acquire(device, texture, 0);
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device->blitter->set_shader(device->blit_priv, context2, back_buffer, NULL);
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draw_textured_quad(back_buffer, context2, src_rect, &r, filter);
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device->blitter->unset_shader(context->gl_info);
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device->blitter->blit_surface(device, WINED3D_BLIT_OP_COLOR_BLIT, context2, back_buffer,
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src_rect, back_buffer, WINED3D_LOCATION_DRAWABLE, dst_rect, NULL, filter);
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checkGLcall("Swapchain present blit(manual)\n");
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context_release(context2);
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