[8/10] WineD3D: Read offscreen render targets upside down when
blitting them to a texture
Stefan Dösinger
stefan at codeweavers.com
Thu Feb 15 06:51:55 CST 2007
-------------- next part --------------
From ae34b369a8d9ee80bc10b04b12c4dc5b036eac08 Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Sat, 10 Feb 2007 16:15:53 +0100
Subject: [PATCH] WineD3D: Read offscreen render targets upside down when blitting them to a texture
---
dlls/wined3d/surface.c | 4 ++++
1 files changed, 4 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index b8acb89..a5fba65 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2492,6 +2492,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
rect.x1 = tmp;
upsideDown = !upsideDown;
}
+ if(!srcSwapchain) {
+ TRACE("Reading from an offscreen target\n");
+ upsideDown = !upsideDown;
+ }
if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
stretchx = TRUE;
--
1.4.4.3
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