wined3d: Use wined3d_texture_blt() in resolve_depth_buffer().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2013,20 +2013,26 @@ void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, stru
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static void resolve_depth_buffer(struct wined3d_state *state)
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{
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struct wined3d_texture *texture = state->textures[0];
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struct wined3d_surface *depth_stencil, *surface;
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struct wined3d_texture *dst_texture = state->textures[0];
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struct wined3d_rendertarget_view *src_view;
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RECT src_rect, dst_rect;
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if (!texture || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
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|| !(texture->resource.format_flags & WINED3DFMT_FLAG_DEPTH))
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return;
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surface = surface_from_resource(texture->sub_resources[0]);
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if (!(depth_stencil = wined3d_rendertarget_view_get_surface(state->fb->depth_stencil)))
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if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
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|| !(dst_texture->resource.format_flags & WINED3DFMT_FLAG_DEPTH))
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return;
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SetRect(&dst_rect, 0, 0, surface->resource.width, surface->resource.height);
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SetRect(&src_rect, 0, 0, depth_stencil->resource.width, depth_stencil->resource.height);
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wined3d_surface_blt(surface, &dst_rect, depth_stencil, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
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if (!(src_view = state->fb->depth_stencil))
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return;
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if (src_view->resource->type == WINED3D_RTYPE_BUFFER)
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{
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FIXME("Not supported on buffer resources.\n");
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return;
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}
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SetRect(&dst_rect, 0, 0, dst_texture->resource.width, dst_texture->resource.height);
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SetRect(&src_rect, 0, 0, src_view->width, src_view->height);
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wined3d_texture_blt(dst_texture, 0, &dst_rect, wined3d_texture_from_resource(src_view->resource),
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src_view->sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
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}
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void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
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