wined3d: Explicitly calculate the sub-resource level in fb_copy_to_texture_direct().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1607,12 +1607,12 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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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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struct wined3d_device *device = dst_texture->resource.device;
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unsigned int src_height, src_level, dst_level;
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const struct wined3d_gl_info *gl_info;
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float xrel, yrel;
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struct wined3d_context *context;
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BOOL upsidedown = FALSE;
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RECT dst_rect = *dst_rect_in;
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unsigned int src_height;
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GLenum dst_target;
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/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
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@ -1660,14 +1660,17 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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ERR("Texture filtering not supported in direct blit\n");
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}
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src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level);
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src_level = src_sub_resource_idx % src_texture->level_count;
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dst_level = dst_sub_resource_idx % dst_texture->level_count;
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src_height = wined3d_texture_get_level_height(src_texture, src_level);
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dst_target = wined3d_texture_get_sub_resource_target(dst_texture, dst_sub_resource_idx);
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if (upsidedown
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&& !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
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&& !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
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{
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/* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_surface->texture_level,
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
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dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
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src_rect->left, src_height - src_rect->bottom,
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dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
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@ -1692,14 +1695,14 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
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for (col = dst_rect.left; col < dst_rect.right; ++col)
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{
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_surface->texture_level,
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
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dst_rect.left + col /* x offset */, row /* y offset */,
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src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1);
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}
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}
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else
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{
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_surface->texture_level,
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gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level,
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dst_rect.left /* x offset */, row /* y offset */,
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src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1);
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}
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