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>
This commit is contained in:
Henri Verbeet 2016-04-13 19:09:53 +02:00 committed by Alexandre Julliard
parent 64767de277
commit fca93ef017
1 changed files with 2 additions and 2 deletions

View File

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