wined3d: Upload texture data through the texture ops in wined3d_texture_upload_from_texture().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3850,15 +3850,15 @@ void wined3d_texture_upload_from_texture(struct wined3d_texture *dst_texture, un
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wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, WINED3D_LOCATION_TEXTURE_RGB);
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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_gl_bind_and_dirtify(wined3d_texture_gl(dst_texture), wined3d_context_gl(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_level, &src_row_pitch, &src_slice_pitch);
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wined3d_texture_upload_data(dst_texture, dst_sub_resource_idx, context, src_texture->resource.format,
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src_box, wined3d_const_bo_address(&data), src_row_pitch, src_slice_pitch, dst_x, dst_y, dst_z, FALSE);
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dst_texture->texture_ops->texture_upload_data(context, wined3d_const_bo_address(&data),
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src_texture->resource.format, src_box, src_row_pitch, src_slice_pitch, dst_texture,
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dst_sub_resource_idx, WINED3D_LOCATION_TEXTURE_RGB, dst_x, dst_y, dst_z);
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context_release(context);
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