wined3d: Get resource info from the texture in surface_blt_to_drawable().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-03-22 17:46:10 +01:00 committed by Alexandre Julliard
parent 3c7ca3d553
commit c526188bb3
1 changed files with 7 additions and 6 deletions

View File

@ -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 *src_surface, const RECT *src_rect_in,
struct wined3d_surface *dst_surface, const RECT *dst_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; const struct wined3d_gl_info *gl_info;
struct wined3d_context *context = old_ctx; struct wined3d_context *context = old_ctx;
struct wined3d_surface *restore_rt = NULL; 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 /* Make sure the surface is up-to-date. This should probably use
* surface_load_location() and worry about the destination surface too, * surface_load_location() and worry about the destination surface too,
* unless we're overwriting it completely. */ * 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 */ /* Activate the destination context, set it up for blitting */
context_apply_blit_state(context, device); 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); surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
device->blitter->set_shader(device->blit_priv, context, src_surface, NULL); 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. /* For P8 surfaces, the alpha component contains the palette index.
* Which means that the colorkey is one of the palette entries. In * 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. */ * 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, 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 else
gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f); gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
checkGLcall("glAlphaFunc"); checkGLcall("glAlphaFunc");
@ -2575,8 +2577,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
device->blitter->unset_shader(context->gl_info); device->blitter->unset_shader(context->gl_info);
if (wined3d_settings.strict_draw_ordering if (wined3d_settings.strict_draw_ordering
|| (dst_surface->container->swapchain || (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture))
&& dst_surface->container->swapchain->front_buffer == dst_surface->container))
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */ gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
if (restore_rt) if (restore_rt)