wined3d: Use the proper texture target in ffp_blit_set().
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@ -6340,6 +6340,12 @@ static void ffp_blit_p8_upload_palette(const struct wined3d_surface *surface, co
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static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
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static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
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{
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{
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enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
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enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
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GLenum target;
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if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
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target = surface->container.u.texture->target;
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else
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target = surface->texture_target;
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/* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
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/* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
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* else the surface is converted in software at upload time in LoadLocation.
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* else the surface is converted in software at upload time in LoadLocation.
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@ -6349,8 +6355,8 @@ static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, co
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ffp_blit_p8_upload_palette(surface, context->gl_info);
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ffp_blit_p8_upload_palette(surface, context->gl_info);
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ENTER_GL();
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ENTER_GL();
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glEnable(surface->texture_target);
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glEnable(target);
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checkGLcall("glEnable(surface->texture_target)");
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checkGLcall("glEnable(target)");
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LEAVE_GL();
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LEAVE_GL();
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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