wined3d: Get resource info from the texture in surface_load_texture().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3058,9 +3058,9 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
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unsigned int width, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch;
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const RECT src_rect = {0, 0, surface->resource.width, surface->resource.height};
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_device *device = surface->resource.device;
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const struct wined3d_color_key_conversion *conversion;
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struct wined3d_texture *texture = surface->container;
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struct wined3d_device *device = texture->resource.device;
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const struct wined3d_color_key_conversion *conversion;
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struct wined3d_bo_address data;
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struct wined3d_format format;
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POINT dst_point = {0, 0};
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@ -3076,10 +3076,10 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
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}
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if (surface->locations & (WINED3D_LOCATION_TEXTURE_SRGB | WINED3D_LOCATION_TEXTURE_RGB)
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&& (surface->container->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
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&& (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB)
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&& fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
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NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
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NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
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NULL, texture->resource.usage, texture->resource.pool, texture->resource.format,
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NULL, texture->resource.usage, texture->resource.pool, texture->resource.format))
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{
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if (srgb)
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surface_blt_fbo(device, context, WINED3D_TEXF_POINT, surface, WINED3D_LOCATION_TEXTURE_RGB,
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@ -3092,10 +3092,10 @@ static HRESULT surface_load_texture(struct wined3d_surface *surface,
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}
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if (surface->locations & (WINED3D_LOCATION_RB_MULTISAMPLE | WINED3D_LOCATION_RB_RESOLVED)
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&& (!srgb || (surface->container->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB))
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&& (!srgb || (texture->resource.format_flags & WINED3DFMT_FLAG_FBO_ATTACHABLE_SRGB))
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&& fbo_blit_supported(gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
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NULL, surface->resource.usage, surface->resource.pool, surface->resource.format,
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NULL, surface->resource.usage, surface->resource.pool, surface->resource.format))
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NULL, texture->resource.usage, texture->resource.pool, texture->resource.format,
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NULL, texture->resource.usage, texture->resource.pool, texture->resource.format))
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{
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DWORD src_location = surface->locations & WINED3D_LOCATION_RB_RESOLVED ?
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WINED3D_LOCATION_RB_RESOLVED : WINED3D_LOCATION_RB_MULTISAMPLE;
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