From c526188bb30619a3df80ad08109fa18b9d9e8f5c Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 22 Mar 2016 17:46:10 +0100 Subject: [PATCH] wined3d: Get resource info from the texture in surface_blt_to_drawable(). Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/surface.c | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index c11d2482cae..4243de60685 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -2512,6 +2512,8 @@ static void surface_blt_to_drawable(const struct wined3d_device *device, struct wined3d_surface *src_surface, const RECT *src_rect_in, struct wined3d_surface *dst_surface, const RECT *dst_rect_in) { + struct wined3d_texture *src_texture = src_surface->container; + struct wined3d_texture *dst_texture = dst_surface->container; const struct wined3d_gl_info *gl_info; struct wined3d_context *context = old_ctx; struct wined3d_surface *restore_rt = NULL; @@ -2532,12 +2534,12 @@ static void surface_blt_to_drawable(const struct wined3d_device *device, /* Make sure the surface is up-to-date. This should probably use * surface_load_location() and worry about the destination surface too, * unless we're overwriting it completely. */ - wined3d_texture_load(src_surface->container, context, FALSE); + wined3d_texture_load(src_texture, context, FALSE); /* Activate the destination context, set it up for blitting */ context_apply_blit_state(context, device); - if (!wined3d_resource_is_offscreen(&dst_surface->container->resource)) + if (!wined3d_resource_is_offscreen(&dst_texture->resource)) surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect); device->blitter->set_shader(device->blit_priv, context, src_surface, NULL); @@ -2550,9 +2552,9 @@ static void surface_blt_to_drawable(const struct wined3d_device *device, /* For P8 surfaces, the alpha component contains the palette index. * Which means that the colorkey is one of the palette entries. In * other cases pixels that should be masked away have alpha set to 0. */ - if (src_surface->resource.format->id == WINED3DFMT_P8_UINT) + if (src_texture->resource.format->id == WINED3DFMT_P8_UINT) gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, - (float)src_surface->container->async.src_blt_color_key.color_space_low_value / 255.0f); + (float)src_texture->async.src_blt_color_key.color_space_low_value / 255.0f); else gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f); checkGLcall("glAlphaFunc"); @@ -2575,8 +2577,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device, device->blitter->unset_shader(context->gl_info); if (wined3d_settings.strict_draw_ordering - || (dst_surface->container->swapchain - && dst_surface->container->swapchain->front_buffer == dst_surface->container)) + || (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture)) gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ if (restore_rt)