wined3d: Get resource info from the texture in arbfp_blit_surface().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-03-04 00:05:19 +01:00 committed by Alexandre Julliard
parent 5d421caef6
commit b334f1d237
1 changed files with 9 additions and 8 deletions

View File

@ -7863,6 +7863,8 @@ static void arbfp_blit_surface(struct wined3d_device *device, enum wined3d_blit_
struct wined3d_surface *dst_surface, const RECT *dst_rect_in,
const struct wined3d_color_key *color_key)
{
struct wined3d_texture *src_texture = src_surface->container;
struct wined3d_texture *dst_texture = dst_surface->container;
struct wined3d_context *context;
RECT src_rect = *src_rect_in;
RECT dst_rect = *dst_rect_in;
@ -7875,7 +7877,7 @@ static void arbfp_blit_surface(struct wined3d_device *device, enum wined3d_blit_
if (wined3d_settings.offscreen_rendering_mode != ORM_FBO
&& (src_surface->locations & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_DRAWABLE))
== WINED3D_LOCATION_DRAWABLE
&& !wined3d_resource_is_offscreen(&src_surface->container->resource))
&& !wined3d_resource_is_offscreen(&src_texture->resource))
{
/* Without FBO blits transferring from the drawable to the texture is
* expensive, because we have to flip the data in sysmem. Since we can
@ -7888,16 +7890,16 @@ static void arbfp_blit_surface(struct wined3d_device *device, enum wined3d_blit_
src_rect.bottom = src_surface->resource.height - src_rect.bottom;
}
else
wined3d_texture_load(src_surface->container, context, FALSE);
wined3d_texture_load(src_texture, context, FALSE);
context_apply_blit_state(context, device);
if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
if (!wined3d_resource_is_offscreen(&dst_texture->resource))
surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
if (op == WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST)
{
const struct wined3d_format *fmt = src_surface->resource.format;
const struct wined3d_format *fmt = src_texture->resource.format;
alpha_test_key.color_space_low_value = 0;
alpha_test_key.color_space_high_value = ~(((1u << fmt->alpha_size) - 1) << fmt->alpha_offset);
color_key = &alpha_test_key;
@ -7912,14 +7914,13 @@ static void arbfp_blit_surface(struct wined3d_device *device, enum wined3d_blit_
arbfp_blit_unset(context->gl_info);
if (wined3d_settings.strict_draw_ordering
|| (dst_surface->container->swapchain
&& (dst_surface->container->swapchain->front_buffer == dst_surface->container)))
|| (dst_texture->swapchain && (dst_texture->swapchain->front_buffer == dst_texture)))
context->gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
context_release(context);
surface_validate_location(dst_surface, dst_surface->container->resource.draw_binding);
surface_invalidate_location(dst_surface, ~dst_surface->container->resource.draw_binding);
surface_validate_location(dst_surface, dst_texture->resource.draw_binding);
surface_invalidate_location(dst_surface, ~dst_texture->resource.draw_binding);
}
static HRESULT arbfp_blit_color_fill(struct wined3d_device *device, struct wined3d_rendertarget_view *view,