wined3d: Explicitly calculate the sub-resource level in raw_blitter_blit().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2629,8 +2629,8 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
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{
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int src_sub_resource_idx, dst_sub_resource_idx;
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unsigned int src_sub_resource_idx, dst_sub_resource_idx;
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unsigned int src_level, src_layer, dst_level, dst_layer;
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struct wined3d_texture *src_texture, *dst_texture;
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struct wined3d_texture *src_texture, *dst_texture;
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unsigned int src_layer, dst_layer;
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struct wined3d_blitter *next;
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struct wined3d_blitter *next;
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GLuint src_name, dst_name;
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GLuint src_name, dst_name;
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DWORD location;
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DWORD location;
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@ -2660,7 +2660,12 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
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TRACE("Blit using ARB_copy_image.\n");
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TRACE("Blit using ARB_copy_image.\n");
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src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
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src_sub_resource_idx = surface_get_sub_resource_idx(src_surface);
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src_level = src_sub_resource_idx % src_texture->level_count;
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src_layer = src_sub_resource_idx / src_texture->level_count;
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dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
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dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
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dst_level = dst_sub_resource_idx % dst_texture->level_count;
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dst_layer = dst_sub_resource_idx / dst_texture->level_count;
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location = src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
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location = src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
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if (!location)
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if (!location)
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@ -2669,7 +2674,6 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
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if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location))
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if (!wined3d_texture_load_location(src_texture, src_sub_resource_idx, context, location))
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ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location));
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ERR("Failed to load the source sub-resource into %s.\n", wined3d_debug_location(location));
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src_name = wined3d_texture_get_texture_name(src_texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
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src_name = wined3d_texture_get_texture_name(src_texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
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src_layer = src_sub_resource_idx / src_texture->level_count;
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location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
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location = dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB);
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if (!location)
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if (!location)
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@ -2686,10 +2690,9 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
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ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location));
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ERR("Failed to load the destination sub-resource into %s.\n", wined3d_debug_location(location));
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}
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}
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dst_name = wined3d_texture_get_texture_name(dst_texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
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dst_name = wined3d_texture_get_texture_name(dst_texture, context, location == WINED3D_LOCATION_TEXTURE_SRGB);
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dst_layer = dst_sub_resource_idx / dst_texture->level_count;
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GL_EXTCALL(glCopyImageSubData(src_name, src_texture->target, src_surface->texture_level,
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GL_EXTCALL(glCopyImageSubData(src_name, src_texture->target, src_level,
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src_rect->left, src_rect->top, src_layer, dst_name, dst_texture->target, dst_surface->texture_level,
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src_rect->left, src_rect->top, src_layer, dst_name, dst_texture->target, dst_level,
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dst_rect->left, dst_rect->top, dst_layer, src_rect->right - src_rect->left,
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dst_rect->left, dst_rect->top, dst_layer, src_rect->right - src_rect->left,
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src_rect->bottom - src_rect->top, 1));
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src_rect->bottom - src_rect->top, 1));
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checkGLcall("copy image data");
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checkGLcall("copy image data");
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