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