wined3d: Only use stretch_rect_fbo() on surfaces that are FBO attachable.
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786408fb95
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@ -523,6 +523,17 @@ void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect)
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}
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}
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static inline BOOL surface_can_stretch_rect(IWineD3DSurfaceImpl *src, IWineD3DSurfaceImpl *dst)
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{
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return ((src->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
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|| (src->resource.usage & WINED3DUSAGE_RENDERTARGET))
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&& ((dst->resource.format_desc->Flags & WINED3DFMT_FLAG_FBO_ATTACHABLE)
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|| (dst->resource.usage & WINED3DUSAGE_RENDERTARGET))
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&& (src->resource.format_desc->format == dst->resource.format_desc->format
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|| (is_identity_fixup(src->resource.format_desc->color_fixup)
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&& is_identity_fixup(dst->resource.format_desc->color_fixup)));
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}
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static ULONG WINAPI IWineD3DSurfaceImpl_Release(IWineD3DSurface *iface)
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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@ -3408,7 +3419,9 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
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* FBO support, so it doesn't really make sense to try and make it work with different offscreen rendering
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* backends.
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*/
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)) {
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
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&& surface_can_stretch_rect(Src, This))
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{
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stretch_rect_fbo((IWineD3DDevice *)myDevice, SrcSurface, &srect,
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(IWineD3DSurface *)This, &rect, Filter, upsideDown);
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} else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
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@ -3470,8 +3483,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, const
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Src->palette = This->palette;
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}
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) &&
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(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE)) == 0) {
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && GL_SUPPORT(EXT_FRAMEBUFFER_BLIT)
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&& !(Flags & (WINEDDBLT_KEYSRC | WINEDDBLT_KEYSRCOVERRIDE))
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&& surface_can_stretch_rect(Src, This))
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{
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TRACE("Using stretch_rect_fbo\n");
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/* The source is always a texture, but never the currently active render target, and the texture
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* contents are never upside down
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@ -549,6 +549,7 @@ static void init_format_fbo_compat_info(WineD3D_GL_Info *gl_info)
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if (check_fbo_compat(gl_info, desc->glInternal, desc->glFormat, desc->glType))
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{
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TRACE("Format %s is supported as fbo target\n", debug_d3dformat(desc->format));
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desc->Flags |= WINED3DFMT_FLAG_FBO_ATTACHABLE;
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desc->rtInternal = desc->glInternal;
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}
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else
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@ -2749,6 +2749,7 @@ extern WINED3DFORMAT pixelformat_for_depth(DWORD depth);
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#define WINED3DFMT_FLAG_STENCIL 0x8
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#define WINED3DFMT_FLAG_RENDERTARGET 0x10
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#define WINED3DFMT_FLAG_FOURCC 0x20
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#define WINED3DFMT_FLAG_FBO_ATTACHABLE 0x40
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struct GlPixelFormatDesc
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{
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