Henri Verbeet : wined3d: Use "depth_size"/"stencil_size" to check for depth/stencil formats in texture2d_depth_blt_fbo().
Alexandre Julliard
julliard at winehq.org
Wed Jun 3 16:40:56 CDT 2020
Module: wine
Branch: master
Commit: 8d7c39b860f203d623d5a47ee8a00991114f9fdd
URL: https://source.winehq.org/git/wine.git/?a=commit;h=8d7c39b860f203d623d5a47ee8a00991114f9fdd
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Jun 3 15:58:12 2020 +0430
wined3d: Use "depth_size"/"stencil_size" to check for depth/stencil formats in texture2d_depth_blt_fbo().
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/texture.c | 22 +++++++++++++---------
1 file changed, 13 insertions(+), 9 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index eb43f9975e..cd3d4b4912 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -450,7 +450,7 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
{
struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
const struct wined3d_gl_info *gl_info = context_gl->gl_info;
- DWORD src_mask, dst_mask;
+ GLbitfield src_mask, dst_mask;
GLbitfield gl_mask;
TRACE("device %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
@@ -458,8 +458,17 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
src_texture, src_sub_resource_idx, wined3d_debug_location(src_location), wine_dbgstr_rect(src_rect),
dst_texture, dst_sub_resource_idx, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
- src_mask = src_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
- dst_mask = dst_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
+ src_mask = 0;
+ if (src_texture->resource.format->depth_size)
+ src_mask |= GL_DEPTH_BUFFER_BIT;
+ if (src_texture->resource.format->stencil_size)
+ src_mask |= GL_STENCIL_BUFFER_BIT;
+
+ dst_mask = 0;
+ if (dst_texture->resource.format->depth_size)
+ dst_mask |= GL_DEPTH_BUFFER_BIT;
+ if (dst_texture->resource.format->stencil_size)
+ dst_mask |= GL_STENCIL_BUFFER_BIT;
if (src_mask != dst_mask)
{
@@ -475,12 +484,7 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
debug_d3dformat(src_texture->resource.format->id));
return;
}
-
- gl_mask = 0;
- if (src_mask & WINED3DFMT_FLAG_DEPTH)
- gl_mask |= GL_DEPTH_BUFFER_BIT;
- if (src_mask & WINED3DFMT_FLAG_STENCIL)
- gl_mask |= GL_STENCIL_BUFFER_BIT;
+ gl_mask = src_mask;
/* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. */
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