wined3d: Don't bother trying to blit from discarded textures.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3121,6 +3121,15 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
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fx->src_color_key.color_space_high_value);
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}
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dst_sub_resource = &dst_texture->sub_resources[dst_sub_resource_idx];
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src_sub_resource = &src_texture->sub_resources[src_sub_resource_idx];
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if (src_sub_resource->locations & WINED3D_LOCATION_DISCARDED)
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{
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WARN("Source sub-resource is discarded, nothing to do.\n");
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return WINED3D_OK;
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}
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SetRect(&src_rect, src_box->left, src_box->top, src_box->right, src_box->bottom);
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SetRect(&dst_rect, dst_box->left, dst_box->top, dst_box->right, dst_box->bottom);
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@ -3202,9 +3211,6 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
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TRACE("Colour blit.\n");
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dst_sub_resource = &dst_texture->sub_resources[dst_sub_resource_idx];
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src_sub_resource = &src_texture->sub_resources[src_sub_resource_idx];
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/* In principle this would apply to depth blits as well, but we don't
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* implement those in the CPU blitter at the moment. */
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if ((dst_sub_resource->locations & dst_texture->resource.map_binding)
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