wined3d: Use the texture dimension helpers in surface_load_ds_location().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-04-19 18:34:05 +02:00 committed by Alexandre Julliard
parent 2633f9bde3
commit a4fa702488
1 changed files with 5 additions and 4 deletions

View File

@ -2637,8 +2637,8 @@ static void surface_load_ds_location(struct wined3d_surface *surface, struct win
}
else
{
w = wined3d_texture_get_level_width(surface->container, surface->texture_level);
h = wined3d_texture_get_level_height(surface->container, surface->texture_level);
w = wined3d_texture_get_level_width(texture, surface->texture_level);
h = wined3d_texture_get_level_height(texture, surface->texture_level);
}
if (surface->current_renderbuffer)
@ -2717,8 +2717,9 @@ static void surface_load_ds_location(struct wined3d_surface *surface, struct win
context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
context->swapchain->front_buffer->sub_resources[0].u.surface,
NULL, WINED3D_LOCATION_DRAWABLE);
surface_depth_blt(surface, context, texture->texture_rgb.name,
0, surface->pow2Height - h, w, h, surface->texture_target);
surface_depth_blt(surface, context, texture->texture_rgb.name, 0,
wined3d_texture_get_level_pow2_height(texture, surface->texture_level) - h,
w, h, surface->texture_target);
checkGLcall("depth_blt");
context_invalidate_state(context, STATE_FRAMEBUFFER);