Henri Verbeet : wined3d: Explicitly calculate the sub-resource level in arbfp_blitter_blit().
Alexandre Julliard
julliard at winehq.org
Mon Feb 26 13:42:19 CST 2018
Module: wine
Branch: master
Commit: a9678a1a8c0a160b0e1378ef0581f1cdff322cd1
URL: https://source.winehq.org/git/wine.git/?a=commit;h=a9678a1a8c0a160b0e1378ef0581f1cdff322cd1
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Feb 26 10:39:50 2018 +0330
wined3d: Explicitly calculate the sub-resource level in arbfp_blitter_blit().
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/arb_program_shader.c | 6 ++++--
1 file changed, 4 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 9823de2..f86c167 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7825,6 +7825,8 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
== WINED3D_LOCATION_DRAWABLE
&& !wined3d_resource_is_offscreen(&src_texture->resource))
{
+ unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
+
/* Without FBO blits transferring from the drawable to the texture is
* expensive, because we have to flip the data in sysmem. Since we can
* flip in the blitter, we don't actually need that flip anyway. So we
@@ -7833,8 +7835,8 @@ static DWORD arbfp_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bl
surface_load_fb_texture(src_surface, FALSE, context);
s = *src_rect;
- s.top = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - s.top;
- s.bottom = wined3d_texture_get_level_height(src_texture, src_surface->texture_level) - s.bottom;
+ s.top = wined3d_texture_get_level_height(src_texture, src_level) - s.top;
+ s.bottom = wined3d_texture_get_level_height(src_texture, src_level) - s.bottom;
src_rect = &s;
}
else
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