diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index d8b6ef98c0c..362276d62c6 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3599,6 +3599,7 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device, enum wined3d_resource_type type; HRESULT hr; struct wined3d_context *context; + RECT r; TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture); @@ -3670,8 +3671,26 @@ HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device, { for (j = 0; j < level_count; ++j) { - src_surface = src_texture->sub_resources[i * src_levels + j + src_skip_levels].u.surface; - dst_surface = dst_texture->sub_resources[i * dst_levels + j].u.surface; + unsigned int src_sub_resource_idx = i * src_levels + j + src_skip_levels; + unsigned int dst_sub_resource_idx = i * dst_levels + j; + + /* Use wined3d_texture_blt() instead of uploading directly if we need conversion. */ + if (dst_texture->resource.format->convert + || wined3d_format_get_color_key_conversion(dst_texture, FALSE)) + { + SetRect(&r, 0, 0, wined3d_texture_get_level_width(dst_texture, j), + wined3d_texture_get_level_height(dst_texture, j)); + if (FAILED(hr = wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &r, + src_texture, src_sub_resource_idx, &r, 0, NULL, WINED3D_TEXF_POINT))) + { + WARN("Failed to update surface, hr %#x.\n", hr); + return hr; + } + continue; + } + + src_surface = src_texture->sub_resources[src_sub_resource_idx].u.surface; + dst_surface = dst_texture->sub_resources[dst_sub_resource_idx].u.surface; if (FAILED(hr = surface_upload_from_surface(dst_surface, NULL, src_surface, NULL))) { WARN("Failed to update surface, hr %#x.\n", hr); diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 889a8d1012f..56fbaf2dcf3 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -930,11 +930,6 @@ HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface, const P return WINED3DERR_INVALIDCALL; } - /* Use wined3d_texture_blt() instead of uploading directly if we need conversion. */ - if (dst_format->convert || wined3d_format_get_color_key_conversion(dst_texture, FALSE)) - return wined3d_texture_blt(dst_texture, dst_sub_resource_idx, &dst_rect, - src_texture, src_sub_resource_idx, src_rect, 0, NULL, WINED3D_TEXF_POINT); - context = context_acquire(dst_texture->resource.device, NULL, 0); gl_info = context->gl_info;