diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 36ecfaf4f3a..12370ed9d1c 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -1607,12 +1607,12 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc struct wined3d_texture *src_texture = src_surface->container; struct wined3d_texture *dst_texture = dst_surface->container; struct wined3d_device *device = dst_texture->resource.device; + unsigned int src_height, src_level, dst_level; const struct wined3d_gl_info *gl_info; float xrel, yrel; struct wined3d_context *context; BOOL upsidedown = FALSE; RECT dst_rect = *dst_rect_in; - unsigned int src_height; GLenum dst_target; /* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag @@ -1660,14 +1660,17 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc ERR("Texture filtering not supported in direct blit\n"); } - src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level); + src_level = src_sub_resource_idx % src_texture->level_count; + dst_level = dst_sub_resource_idx % dst_texture->level_count; + + src_height = wined3d_texture_get_level_height(src_texture, src_level); dst_target = wined3d_texture_get_sub_resource_target(dst_texture, dst_sub_resource_idx); if (upsidedown && !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps)) && !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps))) { /* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */ - gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_surface->texture_level, + gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level, dst_rect.left /*xoffset */, dst_rect.top /* y offset */, src_rect->left, src_height - src_rect->bottom, dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top); @@ -1692,14 +1695,14 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc for (col = dst_rect.left; col < dst_rect.right; ++col) { - gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_surface->texture_level, + gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level, dst_rect.left + col /* x offset */, row /* y offset */, src_rect->left + col * xrel, yoffset - (int) (row * yrel), 1, 1); } } else { - gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_surface->texture_level, + gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_target, dst_level, dst_rect.left /* x offset */, row /* y offset */, src_rect->left, yoffset - (int) (row * yrel), dst_rect.right - dst_rect.left, 1); }