[PATCH 3/8] wined3d: Get resource info from the texture in context_find_fbo_entry().
Henri Verbeet
hverbeet at codeweavers.com
Thu Mar 3 17:05:20 CST 2016
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context.c | 28 +++++++++++++++-------------
1 file changed, 15 insertions(+), 13 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 6f065ba..2de56c2 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -480,15 +480,16 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
WARN("Depth stencil is smaller than the primary color buffer, disabling\n");
depth_stencil = NULL;
}
- else if (depth_stencil->resource.multisample_type
- != render_targets[0]->resource.multisample_type
- || depth_stencil->resource.multisample_quality
- != render_targets[0]->resource.multisample_quality)
+ else if (depth_stencil->container->resource.multisample_type
+ != render_targets[0]->container->resource.multisample_type
+ || depth_stencil->container->resource.multisample_quality
+ != render_targets[0]->container->resource.multisample_quality)
{
WARN("Color multisample type %u and quality %u, depth stencil has %u and %u, disabling ds buffer.\n",
- render_targets[0]->resource.multisample_type,
- render_targets[0]->resource.multisample_quality,
- depth_stencil->resource.multisample_type, depth_stencil->resource.multisample_quality);
+ render_targets[0]->container->resource.multisample_type,
+ render_targets[0]->container->resource.multisample_quality,
+ depth_stencil->container->resource.multisample_type,
+ depth_stencil->container->resource.multisample_quality);
depth_stencil = NULL;
}
else
@@ -505,21 +506,22 @@ static struct fbo_entry *context_find_fbo_entry(struct wined3d_context *context,
{
if (render_targets[i])
{
- TRACE("\tColor attachment %u: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
- i, render_targets[i], debug_d3dformat(render_targets[i]->resource.format->id),
+ TRACE(" Color attachment %u: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
+ i, render_targets[i], debug_d3dformat(render_targets[i]->container->resource.format->id),
context->fbo_key->objects[i + 1].object,
context->fbo_key->rb_namespace & (1 << (i + 1)) ? "rb" : "texure",
render_targets[i]->pow2Width, render_targets[i]->pow2Height,
- render_targets[i]->resource.multisample_type);
+ render_targets[i]->container->resource.multisample_type);
}
}
if (depth_stencil)
{
- TRACE("\tDepth attachment: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
- depth_stencil, debug_d3dformat(depth_stencil->resource.format->id),
+ TRACE(" Depth attachment: (%p) %s gl obj %u(%s) %ux%u %u samples.\n",
+ depth_stencil, debug_d3dformat(depth_stencil->container->resource.format->id),
context->fbo_key->objects[0].object,
context->fbo_key->rb_namespace & (1 << 0) ? "rb" : "texure",
- depth_stencil->pow2Width, depth_stencil->pow2Height, depth_stencil->resource.multisample_type);
+ depth_stencil->pow2Width, depth_stencil->pow2Height,
+ depth_stencil->container->resource.multisample_type);
}
}
--
2.1.4
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