Henri Verbeet : wined3d: Get resource info from the texture in surface_load_ds_location().

Alexandre Julliard julliard at wine.codeweavers.com
Fri Mar 25 10:00:38 CDT 2016


Module: wine
Branch: master
Commit: 5bf5bc2784254db16f55a347c9fd56456fa8728f
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=5bf5bc2784254db16f55a347c9fd56456fa8728f

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Mar 24 18:24:26 2016 +0100

wined3d: Get resource info from the texture 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 | 5 +++--
 1 file changed, 3 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index ceea4fe..4f1c379 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2798,8 +2798,9 @@ void surface_modify_ds_location(struct wined3d_surface *surface,
 /* Context activation is done by the caller. */
 static void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_context *context, DWORD location)
 {
+    struct wined3d_texture *texture = surface->container;
+    struct wined3d_device *device = texture->resource.device;
     const struct wined3d_gl_info *gl_info = context->gl_info;
-    struct wined3d_device *device = surface->resource.device;
     GLsizei w, h;
 
     TRACE("surface %p, context %p, new location %#x.\n", surface, context, location);
@@ -2896,7 +2897,7 @@ static void surface_load_ds_location(struct wined3d_surface *surface, struct win
         context_apply_fbo_state_blit(context, GL_FRAMEBUFFER,
                 surface_from_resource(wined3d_texture_get_sub_resource(context->swapchain->front_buffer, 0)),
                 NULL, WINED3D_LOCATION_DRAWABLE);
-        surface_depth_blt(surface, context, surface->container->texture_rgb.name,
+        surface_depth_blt(surface, context, texture->texture_rgb.name,
                 0, surface->pow2Height - h, w, h, surface->texture_target);
         checkGLcall("depth_blt");
 




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