wined3d: Avoid wined3d_texture_get_sub_resource() in surface_load_ds_location().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2836,7 +2836,7 @@ static void surface_load_ds_location(struct wined3d_surface *surface, struct win
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/* Note that we use depth_blt here as well, rather than glCopyTexImage2D
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* directly on the FBO texture. That's because we need to flip. */
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
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wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)->u.surface,
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context->swapchain->front_buffer->sub_resources[0].u.surface,
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NULL, WINED3D_LOCATION_DRAWABLE);
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if (surface->texture_target == GL_TEXTURE_RECTANGLE_ARB)
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{
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@ -2882,7 +2882,7 @@ static void surface_load_ds_location(struct wined3d_surface *surface, struct win
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TRACE("Copying depth texture to onscreen depth buffer.\n");
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context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
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wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)->u.surface,
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context->swapchain->front_buffer->sub_resources[0].u.surface,
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NULL, WINED3D_LOCATION_DRAWABLE);
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surface_depth_blt(surface, context, texture->texture_rgb.name,
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0, surface->pow2Height - h, w, h, surface->texture_target);
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