wined3d: Use raw blit for supported depth-stencil blits.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45747
Signed-off-by: Andrew Wesie <awesie@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Andrew Wesie 2018-09-01 18:31:37 -05:00 committed by Alexandre Julliard
parent 324e0d2e9f
commit c3af72019e
1 changed files with 6 additions and 2 deletions

View File

@ -3406,9 +3406,13 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
else
dst_location = dst_texture->resource.map_binding;
if ((flags & WINED3D_BLT_RAW) || (!scale && !convert && !resolve))
blit_op = WINED3D_BLIT_OP_RAW_BLIT;
else
blit_op = WINED3D_BLIT_OP_DEPTH_BLIT;
context = context_acquire(device, dst_texture, dst_sub_resource_idx);
valid_locations = device->blitter->ops->blitter_blit(device->blitter,
WINED3D_BLIT_OP_DEPTH_BLIT, context,
valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,
src_texture, src_sub_resource_idx, src_texture->resource.draw_binding, &src_rect,
dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, NULL, filter);
context_release(context);