wined3d: Use the texture dimension helpers in fb_copy_to_texture_direct().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2016-04-05 18:24:24 +02:00 committed by Alexandre Julliard
parent f05febcb14
commit e510212626
1 changed files with 4 additions and 2 deletions

View File

@ -2082,6 +2082,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
struct wined3d_context *context;
BOOL upsidedown = FALSE;
RECT dst_rect = *dst_rect_in;
unsigned int src_height;
/* Make sure that the top pixel is always above the bottom pixel, and keep a separate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
@ -2128,6 +2129,7 @@ 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);
if (upsidedown
&& !((xrel - 1.0f < -eps) || (xrel - 1.0f > eps))
&& !((yrel - 1.0f < -eps) || (yrel - 1.0f > eps)))
@ -2135,13 +2137,13 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
/* Upside down copy without stretching is nice, one glCopyTexSubImage call will do. */
gl_info->gl_ops.gl.p_glCopyTexSubImage2D(dst_surface->texture_target, dst_surface->texture_level,
dst_rect.left /*xoffset */, dst_rect.top /* y offset */,
src_rect->left, src_surface->resource.height - src_rect->bottom,
src_rect->left, src_height - src_rect->bottom,
dst_rect.right - dst_rect.left, dst_rect.bottom - dst_rect.top);
}
else
{
LONG row;
UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
UINT yoffset = src_height - src_rect->top + dst_rect.top - 1;
/* I have to process this row by row to swap the image,
* otherwise it would be upside down, so stretching in y direction
* doesn't cost extra time