wined3d: Explicitly calculate the sub-resource level in surface_upload_from_surface().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -934,6 +934,7 @@ static HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface,
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struct wined3d_texture *dst_texture = dst_surface->container;
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unsigned int src_row_pitch, src_slice_pitch;
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const struct wined3d_gl_info *gl_info;
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unsigned int src_level, dst_level;
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struct wined3d_context *context;
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struct wined3d_bo_address data;
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UINT update_w, update_h;
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@ -950,16 +951,18 @@ static HRESULT surface_upload_from_surface(struct wined3d_surface *dst_surface,
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* just to overwrite them again. */
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update_w = src_rect->right - src_rect->left;
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update_h = src_rect->bottom - src_rect->top;
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if (update_w == wined3d_texture_get_level_width(dst_texture, dst_surface->texture_level)
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&& update_h == wined3d_texture_get_level_height(dst_texture, dst_surface->texture_level))
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dst_level = dst_sub_resource_idx % dst_texture->level_count;
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if (update_w == wined3d_texture_get_level_width(dst_texture, dst_level)
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&& update_h == wined3d_texture_get_level_height(dst_texture, dst_level))
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wined3d_texture_prepare_texture(dst_texture, context, FALSE);
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else
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wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
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wined3d_texture_bind_and_dirtify(dst_texture, context, FALSE);
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src_level = src_sub_resource_idx % src_texture->level_count;
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wined3d_texture_get_memory(src_texture, src_sub_resource_idx, &data,
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src_texture->sub_resources[src_sub_resource_idx].locations);
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wined3d_texture_get_pitch(src_texture, src_surface->texture_level, &src_row_pitch, &src_slice_pitch);
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wined3d_texture_get_pitch(src_texture, src_level, &src_row_pitch, &src_slice_pitch);
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wined3d_surface_upload_data(dst_surface, gl_info, src_texture->resource.format, src_rect,
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src_row_pitch, dst_point, FALSE, wined3d_const_bo_address(&data));
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