[PATCH 2/4] quartz: Images in Direct3D surfaces must be top-down
Andrew Eikum
aeikum at codeweavers.com
Wed Jul 20 10:19:15 CDT 2016
Signed-off-by: Andrew Eikum <aeikum at codeweavers.com>
On Wed, Jul 20, 2016 at 02:37:10PM +1000, Jan Schmidt wrote:
> Invert images when copying to a Direct3D surface if
> they are provided bottom-up.
>
> Signed-off-by: Jan Schmidt <jan at centricular.com>
> ---
> dlls/quartz/vmr9.c | 12 +++++++++++-
> 1 file changed, 11 insertions(+), 1 deletion(-)
>
> diff --git a/dlls/quartz/vmr9.c b/dlls/quartz/vmr9.c
> index f2c3d93..d590a71 100644
> --- a/dlls/quartz/vmr9.c
> +++ b/dlls/quartz/vmr9.c
> @@ -255,7 +255,17 @@ static DWORD VMR9_SendSampleData(struct quartz_vmr *This, VMR9PresentationInfo *
> return hr;
> }
>
> - if (lock.Pitch != width * bmiHeader->biBitCount / 8)
> + if (height > 0) {
> + /* Bottom up image needs inverting */
> + lock.pBits = (char *)lock.pBits + (height * lock.Pitch);
> + while (height--)
> + {
> + memcpy(lock.pBits, data, width * bmiHeader->biBitCount / 8);
> + data = data + width * bmiHeader->biBitCount / 8;
> + lock.pBits = (char *)lock.pBits - lock.Pitch;
> + }
> + }
> + else if (lock.Pitch != width * bmiHeader->biBitCount / 8)
> {
> WARN("Slow path! %u/%u\n", lock.Pitch, width * bmiHeader->biBitCount/8);
>
> --
> 2.7.4
>
>
>
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