[PATCH 1/6] wined3d: Get resource info from the texture in read_from_framebuffer().
Henri Verbeet
hverbeet at codeweavers.com
Sat Mar 19 04:35:46 CDT 2016
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/surface.c | 13 +++++++------
1 file changed, 7 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 297a34d..8efd85ee 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -1992,7 +1992,8 @@ do { \
static void read_from_framebuffer(struct wined3d_surface *surface,
struct wined3d_context *old_ctx, DWORD dst_location)
{
- struct wined3d_device *device = surface->resource.device;
+ struct wined3d_texture *texture = surface->container;
+ struct wined3d_device *device = texture->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context = old_ctx;
struct wined3d_surface *restore_rt = NULL;
@@ -2018,7 +2019,7 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
* There is no need to keep track of the current read buffer or reset it, every part of the code
* that reads sets the read buffer as desired.
*/
- if (wined3d_resource_is_offscreen(&surface->container->resource))
+ if (wined3d_resource_is_offscreen(&texture->resource))
{
/* Mapping the primary render target which is not on a swapchain.
* Read from the back buffer. */
@@ -2042,16 +2043,16 @@ static void read_from_framebuffer(struct wined3d_surface *surface,
checkGLcall("glBindBuffer");
}
- wined3d_texture_get_pitch(surface->container, surface->texture_level, &row_pitch, &slice_pitch);
+ wined3d_texture_get_pitch(texture, surface->texture_level, &row_pitch, &slice_pitch);
/* Setup pixel store pack state -- to glReadPixels into the correct place */
- gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / surface->resource.format->byte_count);
+ gl_info->gl_ops.gl.p_glPixelStorei(GL_PACK_ROW_LENGTH, row_pitch / texture->resource.format->byte_count);
checkGLcall("glPixelStorei");
gl_info->gl_ops.gl.p_glReadPixels(0, 0,
surface->resource.width, surface->resource.height,
- surface->resource.format->glFormat,
- surface->resource.format->glType, data.addr);
+ texture->resource.format->glFormat,
+ texture->resource.format->glType, data.addr);
checkGLcall("glReadPixels");
/* Reset previous pixel store pack state */
--
2.1.4
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