wined3d: Acquire front-buffer contexts when blitting to the drawable in texture2d_blt_fbo().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -147,9 +147,9 @@ void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *co
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const RECT *dst_rect)
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{
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struct wined3d_texture *required_texture, *restore_texture;
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unsigned int required_idx, restore_idx;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context_gl *context_gl;
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unsigned int restore_idx;
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GLenum gl_filter;
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GLenum buffer;
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RECT s, d;
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@ -192,26 +192,21 @@ void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *co
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else
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wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
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/* Acquire a context for the front-buffer, even though we may be blitting
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* to/from a back-buffer. Since context_acquire() doesn't take the
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* resource location into account, it may consider the back-buffer to be
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* offscreen. */
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if (src_location == WINED3D_LOCATION_DRAWABLE)
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{
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required_texture = src_texture;
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required_idx = src_sub_resource_idx;
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}
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required_texture = src_texture->swapchain->front_buffer;
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else if (dst_location == WINED3D_LOCATION_DRAWABLE)
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{
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required_texture = dst_texture;
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required_idx = dst_sub_resource_idx;
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}
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required_texture = dst_texture->swapchain->front_buffer;
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else
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{
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required_texture = NULL;
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required_idx = 0;
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}
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restore_texture = context->current_rt.texture;
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restore_idx = context->current_rt.sub_resource_idx;
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if (restore_texture != required_texture || restore_idx != required_idx)
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context = context_acquire(device, required_texture, required_idx);
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if (restore_texture != required_texture)
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context = context_acquire(device, required_texture, 0);
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else
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restore_texture = NULL;
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