wined3d: Respect the BO address offset when flipping the framebuffer in software.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -419,8 +419,8 @@ void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned i
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unsigned int restore_idx;
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BYTE *row, *top, *bottom;
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BOOL src_is_upside_down;
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BYTE *mem = NULL;
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unsigned int i;
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BYTE *mem;
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wined3d_texture_get_memory(texture, sub_resource_idx, &data, dst_location);
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@ -504,8 +504,7 @@ void texture2d_read_from_framebuffer(struct wined3d_texture *texture, unsigned i
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mem = GL_EXTCALL(glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE));
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checkGLcall("glMapBuffer");
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}
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else
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mem = data.addr;
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mem += (uintptr_t)data.addr;
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top = mem;
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bottom = mem + row_pitch * (height - 1);
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