Henri Verbeet : wined3d: Avoid wined3d_texture_get_sub_resource() in surface_load_ds_location().

Alexandre Julliard julliard at wine.codeweavers.com
Thu Apr 14 11:48:51 CDT 2016


Module: wine
Branch: master
Commit: fca93ef017262657f56aa72796a2fd6fe447d27f
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=fca93ef017262657f56aa72796a2fd6fe447d27f

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Apr 13 19:09:53 2016 +0200

wined3d: Avoid wined3d_texture_get_sub_resource() in surface_load_ds_location().

Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/wined3d/surface.c | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index b2e5081..cbaa14f 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -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);




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