Stefan Dösinger : wined3d: Convert the full surface for now.

Alexandre Julliard julliard at wine.codeweavers.com
Thu Feb 15 12:52:25 CST 2007


Module: wine
Branch: master
Commit: 1f32d6235e4f12cdf805469ff77a9c27db7e1744
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=1f32d6235e4f12cdf805469ff77a9c27db7e1744

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Thu Feb 15 13:52:21 2007 +0100

wined3d: Convert the full surface for now.

Until we have proper subrectangle handling for offscreen surfaces,
surface conversion has to use the real surface sizes, and not the size
of the opengl subrectangle that it is going to upload. Due to the
power of 2 limitations the gl height may be bigger than the real
surface height. If that is not the case, the uploading function will
pick the correct parts from the converted surface data.

---

 dlls/wined3d/surface.c |    2 +-
 1 files changed, 1 insertions(+), 1 deletions(-)

diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index a42d4ef..333712d 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1714,7 +1714,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
     pitch = IWineD3DSurface_GetPitch(iface);
 
     if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
-        int height = This->glRect.bottom - This->glRect.top;
+        int height = This->currentDesc.Height;
 
         /* Stick to the alignment for the converted surface too, makes it easier to load the surface */
         outpitch = width * bpp;




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