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>
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@ -2512,6 +2512,8 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
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struct wined3d_surface *src_surface, const RECT *src_rect_in,
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struct wined3d_surface *src_surface, const RECT *src_rect_in,
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struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
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struct wined3d_surface *dst_surface, const RECT *dst_rect_in)
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{
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{
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struct wined3d_texture *src_texture = src_surface->container;
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struct wined3d_texture *dst_texture = dst_surface->container;
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const struct wined3d_gl_info *gl_info;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context = old_ctx;
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struct wined3d_context *context = old_ctx;
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struct wined3d_surface *restore_rt = NULL;
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struct wined3d_surface *restore_rt = NULL;
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@ -2532,12 +2534,12 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
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/* Make sure the surface is up-to-date. This should probably use
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/* Make sure the surface is up-to-date. This should probably use
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* surface_load_location() and worry about the destination surface too,
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* surface_load_location() and worry about the destination surface too,
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* unless we're overwriting it completely. */
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* unless we're overwriting it completely. */
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wined3d_texture_load(src_surface->container, context, FALSE);
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wined3d_texture_load(src_texture, context, FALSE);
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/* Activate the destination context, set it up for blitting */
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/* Activate the destination context, set it up for blitting */
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context_apply_blit_state(context, device);
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context_apply_blit_state(context, device);
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if (!wined3d_resource_is_offscreen(&dst_surface->container->resource))
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if (!wined3d_resource_is_offscreen(&dst_texture->resource))
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surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
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surface_translate_drawable_coords(dst_surface, context->win_handle, &dst_rect);
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device->blitter->set_shader(device->blit_priv, context, src_surface, NULL);
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device->blitter->set_shader(device->blit_priv, context, src_surface, NULL);
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@ -2550,9 +2552,9 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
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/* For P8 surfaces, the alpha component contains the palette index.
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/* For P8 surfaces, the alpha component contains the palette index.
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* Which means that the colorkey is one of the palette entries. In
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* Which means that the colorkey is one of the palette entries. In
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* other cases pixels that should be masked away have alpha set to 0. */
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* other cases pixels that should be masked away have alpha set to 0. */
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if (src_surface->resource.format->id == WINED3DFMT_P8_UINT)
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if (src_texture->resource.format->id == WINED3DFMT_P8_UINT)
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gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL,
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gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL,
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(float)src_surface->container->async.src_blt_color_key.color_space_low_value / 255.0f);
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(float)src_texture->async.src_blt_color_key.color_space_low_value / 255.0f);
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else
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else
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gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
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gl_info->gl_ops.gl.p_glAlphaFunc(GL_NOTEQUAL, 0.0f);
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checkGLcall("glAlphaFunc");
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checkGLcall("glAlphaFunc");
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@ -2575,8 +2577,7 @@ static void surface_blt_to_drawable(const struct wined3d_device *device,
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device->blitter->unset_shader(context->gl_info);
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device->blitter->unset_shader(context->gl_info);
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if (wined3d_settings.strict_draw_ordering
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if (wined3d_settings.strict_draw_ordering
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|| (dst_surface->container->swapchain
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|| (dst_texture->swapchain && dst_texture->swapchain->front_buffer == dst_texture))
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&& dst_surface->container->swapchain->front_buffer == dst_surface->container))
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
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if (restore_rt)
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if (restore_rt)
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