Paul Gofman : wined3d: Check if destination texture has GPU access in glsl_blitter_supported().
Alexandre Julliard
julliard at winehq.org
Mon Nov 11 16:20:22 CST 2019
Module: wine
Branch: master
Commit: 3c9b843175b34b737f74e2fd347ce1ae66c24d30
URL: https://source.winehq.org/git/wine.git/?a=commit;h=3c9b843175b34b737f74e2fd347ce1ae66c24d30
Author: Paul Gofman <gofmanp at gmail.com>
Date: Fri Nov 8 14:57:22 2019 +0300
wined3d: Check if destination texture has GPU access in glsl_blitter_supported().
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/glsl_shader.c | 10 ++++++++--
1 file changed, 8 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index b1930d9a88..f05631ec59 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -12937,14 +12937,20 @@ static BOOL glsl_blitter_supported(enum wined3d_blit_op blit_op, const struct wi
return FALSE;
}
+ if (!(dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
+ {
+ TRACE("Destination resource does not have GPU access.\n");
+ return FALSE;
+ }
+
/* We don't necessarily want to blit from resources without
* WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
* compressed textures. */
decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED)
&& !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED);
- if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
+ if (!decompress && !(src_resource->access & WINED3D_RESOURCE_ACCESS_GPU))
{
- TRACE("Source or destination resource does not have GPU access.\n");
+ TRACE("Source resource does not have GPU access.\n");
return FALSE;
}
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