Conor McCarthy : wined3d: Also check the internal format when determining GL raw blit compatibility.
Alexandre Julliard
julliard at winehq.org
Tue Dec 28 15:48:27 CST 2021
Module: wine
Branch: master
Commit: 586b52204e7524c4ee4f7a8c6001a6442e897a89
URL: https://source.winehq.org/git/wine.git/?a=commit;h=586b52204e7524c4ee4f7a8c6001a6442e897a89
Author: Conor McCarthy <cmccarthy at codeweavers.com>
Date: Tue Dec 21 14:18:22 2021 +1000
wined3d: Also check the internal format when determining GL raw blit compatibility.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=51935
Signed-off-by: Conor McCarthy <cmccarthy at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/texture.c | 26 +++++++++++++++++++++-----
1 file changed, 21 insertions(+), 5 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 851c3c36b82..a638ec4eeae 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -6163,6 +6163,26 @@ static void raw_blitter_clear(struct wined3d_blitter *blitter, struct wined3d_de
clear_rects, draw_rect, flags, colour, depth, stencil);
}
+static bool gl_formats_compatible(struct wined3d_texture *src_texture, DWORD src_location,
+ struct wined3d_texture *dst_texture, DWORD dst_location)
+{
+ GLuint src_internal, dst_internal;
+ bool src_ds, dst_ds;
+
+ src_ds = src_texture->resource.format->depth_size || src_texture->resource.format->stencil_size;
+ dst_ds = dst_texture->resource.format->depth_size || dst_texture->resource.format->stencil_size;
+ if (src_ds == dst_ds)
+ return true;
+ /* Also check the internal format because, e.g. WINED3DFMT_D24_UNORM_S8_UINT has nonzero depth and stencil
+ * sizes as does WINED3DFMT_R24G8_TYPELESS when bound with flag WINED3D_BIND_DEPTH_STENCIL, but these share
+ * the same internal format with WINED3DFMT_R24_UNORM_X8_TYPELESS. */
+ src_internal = wined3d_gl_get_internal_format(&src_texture->resource,
+ wined3d_format_gl(src_texture->resource.format), src_location == WINED3D_LOCATION_TEXTURE_SRGB);
+ dst_internal = wined3d_gl_get_internal_format(&dst_texture->resource,
+ wined3d_format_gl(dst_texture->resource.format), dst_location == WINED3D_LOCATION_TEXTURE_SRGB);
+ return src_internal == dst_internal;
+}
+
static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit_op op,
struct wined3d_context *context, struct wined3d_texture *src_texture, unsigned int src_sub_resource_idx,
DWORD src_location, const RECT *src_rect, struct wined3d_texture *dst_texture,
@@ -6177,19 +6197,15 @@ static DWORD raw_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_blit
unsigned int src_level, src_layer, dst_level, dst_layer;
struct wined3d_blitter *next;
GLuint src_name, dst_name;
- bool src_ds, dst_ds;
DWORD location;
- src_ds = src_texture->resource.format->depth_size || src_texture->resource.format->stencil_size;
- dst_ds = dst_texture->resource.format->depth_size || dst_texture->resource.format->stencil_size;
-
/* If we would need to copy from a renderbuffer or drawable, we'd probably
* be better off using the FBO blitter directly, since we'd need to use it
* to copy the resource contents to the texture anyway.
*
* We also can't copy between depth/stencil and colour resources, since
* the formats are considered incompatible in OpenGL. */
- if (op != WINED3D_BLIT_OP_RAW_BLIT || (src_ds != dst_ds)
+ if (op != WINED3D_BLIT_OP_RAW_BLIT || !gl_formats_compatible(src_texture, src_location, dst_texture, dst_location)
|| (src_texture->resource.format->id == dst_texture->resource.format->id
&& (!(src_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB))
|| !(dst_location & (WINED3D_LOCATION_TEXTURE_RGB | WINED3D_LOCATION_TEXTURE_SRGB)))))
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