[PATCH 2/5] wined3d: Use the proper texture target in ffp_blit_set().
Henri Verbeet
hverbeet at codeweavers.com
Tue Jul 17 04:40:35 CDT 2012
---
dlls/wined3d/surface.c | 10 ++++++++--
1 files changed, 8 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 21028ba..3fa10d1 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -6340,6 +6340,12 @@ static void ffp_blit_p8_upload_palette(const struct wined3d_surface *surface, co
static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, const struct wined3d_surface *surface)
{
enum complex_fixup fixup = get_complex_fixup(surface->resource.format->color_fixup);
+ GLenum target;
+
+ if (surface->container.type == WINED3D_CONTAINER_TEXTURE)
+ target = surface->container.u.texture->target;
+ else
+ target = surface->texture_target;
/* When EXT_PALETTED_TEXTURE is around, palette conversion is done by the GPU
* else the surface is converted in software at upload time in LoadLocation.
@@ -6349,8 +6355,8 @@ static HRESULT ffp_blit_set(void *blit_priv, struct wined3d_context *context, co
ffp_blit_p8_upload_palette(surface, context->gl_info);
ENTER_GL();
- glEnable(surface->texture_target);
- checkGLcall("glEnable(surface->texture_target)");
+ glEnable(target);
+ checkGLcall("glEnable(target)");
LEAVE_GL();
return WINED3D_OK;
}
--
1.7.8.6
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