wined3d: Flip the coordinate system rather than the coordinates itself for onscreen surfaces in stretch_rect_fbo.
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@ -5485,8 +5485,8 @@ void apply_fbo_state(IWineD3DDevice *iface) {
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check_fbo_status(iface);
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}
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void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const WINED3DRECT *src_rect,
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IWineD3DSurface *dst_surface, const WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
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void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
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IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
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IWineD3DSwapChain *src_swapchain, *dst_swapchain;
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@ -5525,7 +5525,8 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const
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glReadBuffer(buffer);
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checkGLcall("glReadBuffer()");
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flip = !flip;
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src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
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src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
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} else {
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TRACE("Source surface %p is offscreen\n", src_surface);
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bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
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@ -5546,7 +5547,8 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const
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glDrawBuffer(buffer);
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checkGLcall("glDrawBuffer()");
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flip = !flip;
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dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
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dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
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} else {
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TRACE("Destination surface %p is offscreen\n", dst_surface);
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bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
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@ -1998,7 +1998,7 @@ static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
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&& ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);
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}
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void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, const WINED3DRECT *src_rect,
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IWineD3DSurface *dst_surface, const WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
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void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
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IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, WINED3DTEXTUREFILTERTYPE filter, BOOL flip);
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#endif
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