wined3d: Select the correct texture level in draw_textured_quad().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-04-12 16:28:10 +04:30 committed by Alexandre Julliard
parent 60085f4e36
commit e2a0a939ba
1 changed files with 7 additions and 0 deletions

View File

@ -173,12 +173,14 @@ void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resour
{
const struct wined3d_gl_info *gl_info = context->gl_info;
struct blt_info info;
unsigned int level;
texture2d_get_blt_info(texture, sub_resource_idx, src_rect, &info);
gl_info->gl_ops.gl.p_glEnable(info.bind_target);
checkGLcall("glEnable(bind_target)");
level = sub_resource_idx % texture->level_count;
context_bind_texture(context, info.bind_target, texture->texture_rgb.name);
/* Filtering for StretchRect */
@ -191,6 +193,8 @@ void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resour
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (context->gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_SRGB_DECODE_EXT, GL_SKIP_DECODE_EXT);
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_BASE_LEVEL, level);
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, level);
gl_info->gl_ops.gl.p_glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi");
@ -209,6 +213,8 @@ void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resour
gl_info->gl_ops.gl.p_glVertex2i(dst_rect->right, dst_rect->bottom);
gl_info->gl_ops.gl.p_glEnd();
gl_info->gl_ops.gl.p_glTexParameteri(info.bind_target, GL_TEXTURE_MAX_LEVEL, texture->level_count - 1);
/* Unbind the texture */
context_bind_texture(context, info.bind_target, 0);
@ -218,6 +224,7 @@ void draw_textured_quad(struct wined3d_texture *texture, unsigned int sub_resour
texture->texture_rgb.sampler_desc.min_filter = WINED3D_TEXF_POINT;
texture->texture_rgb.sampler_desc.mip_filter = WINED3D_TEXF_NONE;
texture->texture_rgb.sampler_desc.srgb_decode = FALSE;
texture->texture_rgb.base_level = level;
}
/* Works correctly only for <= 4 bpp formats. */