[PATCH 1/6] wined3d: Use the texture dimension helpers in fb_copy_to_texture_hwstretch().
Henri Verbeet
hverbeet at codeweavers.com
Thu Apr 7 12:37:57 CDT 2016
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/surface.c | 31 ++++++++++++++++---------------
1 file changed, 16 insertions(+), 15 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 9c015cc..301aa16 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2172,9 +2172,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
struct wined3d_device *device = dst_texture->resource.device;
GLuint src, backup = 0;
float left, right, top, bottom; /* Texture coordinates */
- UINT fbwidth = src_surface->resource.width;
- UINT fbheight = src_surface->resource.height;
const struct wined3d_gl_info *gl_info;
+ unsigned int src_width, src_height;
struct wined3d_context *context;
GLenum drawBuffer = GL_BACK;
GLenum offscreen_buffer;
@@ -2192,6 +2191,8 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
wined3d_texture_load(dst_texture, context, FALSE);
offscreen_buffer = context_get_offscreen_gl_buffer(context);
+ src_width = wined3d_texture_get_level_width(src_texture, src_surface->texture_level);
+ src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level);
src_offscreen = wined3d_resource_is_offscreen(&src_texture->resource);
noBackBufferBackup = src_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
@@ -2258,7 +2259,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
}
/* TODO: Only back up the part that will be overwritten */
- gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, fbwidth, fbheight);
+ gl_info->gl_ops.gl.p_glCopyTexSubImage2D(texture_target, 0, 0, 0, 0, 0, src_width, src_height);
checkGLcall("glCopyTexSubImage2D");
@@ -2288,7 +2289,7 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, src_surface->pow2Width,
src_surface->pow2Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
checkGLcall("glTexImage2D");
- gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, fbwidth, fbheight);
+ gl_info->gl_ops.gl.p_glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, src_width, src_height);
gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
@@ -2312,13 +2313,13 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
if (!upsidedown)
{
- top = src_surface->resource.height - src_rect->top;
- bottom = src_surface->resource.height - src_rect->bottom;
+ top = src_height - src_rect->top;
+ bottom = src_height - src_rect->bottom;
}
else
{
- top = src_surface->resource.height - src_rect->bottom;
- bottom = src_surface->resource.height - src_rect->top;
+ top = src_height - src_rect->bottom;
+ bottom = src_height - src_rect->top;
}
if (src_texture->flags & WINED3D_TEXTURE_NORMALIZED_COORDS)
@@ -2398,20 +2399,20 @@ static void fb_copy_to_texture_hwstretch(struct wined3d_surface *dst_surface, st
gl_info->gl_ops.gl.p_glBegin(GL_QUADS);
/* top left */
gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, 0.0f);
- gl_info->gl_ops.gl.p_glVertex2i(0, fbheight);
+ gl_info->gl_ops.gl.p_glVertex2i(0, src_height);
/* bottom left */
- gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)fbheight / (float)src_surface->pow2Height);
+ gl_info->gl_ops.gl.p_glTexCoord2f(0.0f, (float)src_height / (float)src_surface->pow2Height);
gl_info->gl_ops.gl.p_glVertex2i(0, 0);
/* bottom right */
- gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width,
- (float)fbheight / (float)src_surface->pow2Height);
- gl_info->gl_ops.gl.p_glVertex2i(fbwidth, 0);
+ gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_surface->pow2Width,
+ (float)src_height / (float)src_surface->pow2Height);
+ gl_info->gl_ops.gl.p_glVertex2i(src_width, 0);
/* top right */
- gl_info->gl_ops.gl.p_glTexCoord2f((float)fbwidth / (float)src_surface->pow2Width, 0.0f);
- gl_info->gl_ops.gl.p_glVertex2i(fbwidth, fbheight);
+ gl_info->gl_ops.gl.p_glTexCoord2f((float)src_width / (float)src_surface->pow2Width, 0.0f);
+ gl_info->gl_ops.gl.p_glVertex2i(src_width, src_height);
gl_info->gl_ops.gl.p_glEnd();
}
gl_info->gl_ops.gl.p_glDisable(texture_target);
--
2.1.4
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