Commit 81effcf3 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Set the viewport to the texture size in depth_blt().

parent 16f38d74
......@@ -708,11 +708,11 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedDa
glEnd();
}
void depth_blt(IWineD3DDevice *iface, GLuint texture) {
void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
GLint old_binding = 0;
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_VIEWPORT_BIT);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
......@@ -723,6 +723,7 @@ void depth_blt(IWineD3DDevice *iface, GLuint texture) {
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glBlendFunc(GL_ZERO, GL_ONE);
glViewport(0, 0, w, h);
GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
......
......@@ -3995,7 +3995,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
attach_depth_stencil_fbo(device, GL_FRAMEBUFFER_EXT, iface, FALSE);
/* Do the actual blit */
depth_blt((IWineD3DDevice *)device, device->depth_blt_texture);
depth_blt((IWineD3DDevice *)device, device->depth_blt_texture, This->currentDesc.Width, This->currentDesc.Height);
checkGLcall("depth_blt");
if (device->render_offscreen) {
......@@ -4017,7 +4017,7 @@ void surface_load_ds_location(IWineD3DSurface *iface, DWORD location) {
GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
checkGLcall("glBindFramebuffer()");
depth_blt((IWineD3DDevice *)device, This->glDescription.textureName);
depth_blt((IWineD3DDevice *)device, This->glDescription.textureName, This->currentDesc.Width, This->currentDesc.Height);
checkGLcall("depth_blt");
if (device->render_offscreen) {
......
......@@ -785,7 +785,11 @@ struct ffp_settings {
FOG_EXP,
FOG_EXP2
} fog;
unsigned char sRGB_write;
/* Use an int instead of a char to get dword alignment. gcc tends to align the
* size of the whole structure, so there are 3 padding bytes. These remain
* uninitialized in the construction function and cause confusion in the hashmap
*/
unsigned int sRGB_write;
};
struct ffp_desc
......@@ -2516,6 +2520,6 @@ void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED
void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo);
void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer);
void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface);
void depth_blt(IWineD3DDevice *iface, GLuint texture);
void depth_blt(IWineD3DDevice *iface, GLuint texture, GLsizei w, GLsizei h);
#endif
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