[PATCH 1/5] wined3d: Check if destination texture has GPU access in glsl_blitter_supported().
Paul Gofman
gofmanp at gmail.com
Fri Nov 8 05:57:22 CST 2019
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
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 73904ca728..05a45a046a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -13590,14 +13590,20 @@ 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;
}
--
2.23.0
More information about the wine-devel
mailing list