[PATCH 4/5] wined3d: Only invert viewport y for onscreen destinations in surface_depth_blt().
Henri Verbeet
hverbeet at codeweavers.com
Wed Jun 15 17:40:31 CDT 2011
This fixes a regression introduced by
032f8702edc769ba42e23034ef9dcc3854efd928.
---
dlls/wined3d/surface.c | 8 ++++----
1 files changed, 4 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 132a98a..2bf1436 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -5579,7 +5579,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surfa
/* GL locking is done by the caller */
static void surface_depth_blt(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
- GLuint texture, GLsizei w, GLsizei h, GLenum target)
+ GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
{
struct wined3d_device *device = surface->resource.device;
GLint compare_mode = GL_NONE;
@@ -5598,7 +5598,7 @@ static void surface_depth_blt(struct wined3d_surface *surface, const struct wine
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- glViewport(0, surface->pow2Height - h, w, h);
+ glViewport(x, y, w, h);
SetRect(&rect, 0, h, w, 0);
surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
@@ -5773,7 +5773,7 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
/* Do the actual blit */
- surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
+ surface_depth_blt(surface, gl_info, device->depth_blt_texture, 0, 0, w, h, bind_target);
checkGLcall("depth_blt");
if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
@@ -5791,7 +5791,7 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
surface_depth_blt(surface, gl_info, surface->texture_name,
- w, h, surface->texture_target);
+ 0, surface->pow2Height - h, w, h, surface->texture_target);
checkGLcall("depth_blt");
if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
--
1.7.3.4
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