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