wined3d: Explicitly calculate the sub-resource level in surface_download_data().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2018-02-27 09:55:12 +03:30 committed by Alexandre Julliard
parent bca2fc4189
commit ec4be4ba40
1 changed files with 15 additions and 13 deletions

View File

@ -562,6 +562,7 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
unsigned int src_row_pitch, src_slice_pitch;
struct wined3d_bo_address data;
BYTE *temporary_mem = NULL;
unsigned int level;
GLenum target;
void *mem;
@ -574,6 +575,7 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
sub_resource = &texture->sub_resources[sub_resource_idx];
target = wined3d_texture_get_sub_resource_target(texture, sub_resource_idx);
level = sub_resource_idx % texture->level_count;
if (target == GL_TEXTURE_2D_ARRAY)
{
@ -606,10 +608,10 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
return;
}
wined3d_texture_get_pitch(texture, surface->texture_level, &dst_row_pitch, &dst_slice_pitch);
wined3d_texture_get_pitch(texture, level, &dst_row_pitch, &dst_slice_pitch);
wined3d_format_calculate_pitch(format, texture->resource.device->surface_alignment,
wined3d_texture_get_level_pow2_width(texture, surface->texture_level),
wined3d_texture_get_level_pow2_height(texture, surface->texture_level),
wined3d_texture_get_level_pow2_width(texture, level),
wined3d_texture_get_level_pow2_height(texture, level),
&src_row_pitch, &src_slice_pitch);
if (!(temporary_mem = heap_alloc(src_slice_pitch)))
{
@ -634,10 +636,10 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
f = *format;
f.byte_count = format->conv_byte_count;
wined3d_texture_get_pitch(texture, surface->texture_level, &dst_row_pitch, &dst_slice_pitch);
wined3d_texture_get_pitch(texture, level, &dst_row_pitch, &dst_slice_pitch);
wined3d_format_calculate_pitch(&f, texture->resource.device->surface_alignment,
wined3d_texture_get_level_width(texture, surface->texture_level),
wined3d_texture_get_level_height(texture, surface->texture_level),
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level),
&src_row_pitch, &src_slice_pitch);
if (!(temporary_mem = heap_alloc(src_slice_pitch)))
@ -665,25 +667,25 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
if (texture->resource.format_flags & WINED3DFMT_FLAG_COMPRESSED)
{
TRACE("Downloading compressed surface %p, level %u, format %#x, type %#x, data %p.\n",
surface, surface->texture_level, format->glFormat, format->glType, mem);
surface, level, format->glFormat, format->glType, mem);
GL_EXTCALL(glGetCompressedTexImage(target, surface->texture_level, mem));
GL_EXTCALL(glGetCompressedTexImage(target, level, mem));
checkGLcall("glGetCompressedTexImage");
}
else
{
TRACE("Downloading surface %p, level %u, format %#x, type %#x, data %p.\n",
surface, surface->texture_level, format->glFormat, format->glType, mem);
surface, level, format->glFormat, format->glType, mem);
gl_info->gl_ops.gl.p_glGetTexImage(target, surface->texture_level, format->glFormat, format->glType, mem);
gl_info->gl_ops.gl.p_glGetTexImage(target, level, format->glFormat, format->glType, mem);
checkGLcall("glGetTexImage");
}
if (format->download)
{
format->download(mem, data.addr, src_row_pitch, src_slice_pitch, dst_row_pitch, dst_slice_pitch,
wined3d_texture_get_level_width(texture, surface->texture_level),
wined3d_texture_get_level_height(texture, surface->texture_level), 1);
wined3d_texture_get_level_width(texture, level),
wined3d_texture_get_level_height(texture, level), 1);
}
else if (texture->flags & WINED3D_TEXTURE_COND_NP2_EMULATED)
{
@ -738,7 +740,7 @@ static void surface_download_data(struct wined3d_surface *surface, const struct
src_data = mem;
dst_data = data.addr;
TRACE("Repacking the surface data from pitch %u to pitch %u.\n", src_row_pitch, dst_row_pitch);
h = wined3d_texture_get_level_height(texture, surface->texture_level);
h = wined3d_texture_get_level_height(texture, level);
for (y = 0; y < h; ++y)
{
memcpy(dst_data, src_data, dst_row_pitch);