wined3d: Prepare/load the destination resource location in glsl_blitter_blit().
Like the other blitters. When the GLSL blitter was introduced, the idea was that caller would be responsible for doing this, but we never ended up updating the other blitters. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=49251 Signed-off-by: Paul Gofman <pgofman@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -13135,6 +13135,11 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
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wined3d_texture_load(src_texture, context, FALSE);
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wined3d_texture_load(src_texture, context, FALSE);
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}
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}
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if (wined3d_texture_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect))
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wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
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else
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wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location);
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wined3d_context_gl_apply_blit_state(context_gl, device);
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wined3d_context_gl_apply_blit_state(context_gl, device);
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if (dst_location == WINED3D_LOCATION_DRAWABLE)
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if (dst_location == WINED3D_LOCATION_DRAWABLE)
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