Commit b6b7e237 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Use wined3d_texture_prepare_location() in surface_depth_blt_fbo().

parent 34a1ef42
......@@ -402,6 +402,9 @@ static void surface_depth_blt_fbo(const struct wined3d_device *device,
struct wined3d_surface *src_surface, DWORD src_location, const RECT *src_rect,
struct wined3d_surface *dst_surface, DWORD dst_location, const RECT *dst_rect)
{
unsigned int dst_sub_resource_idx = surface_get_sub_resource_idx(dst_surface);
struct wined3d_texture *dst_texture = dst_surface->container;
struct wined3d_texture *src_texture = src_surface->container;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
DWORD src_mask, dst_mask;
......@@ -413,21 +416,21 @@ static void surface_depth_blt_fbo(const struct wined3d_device *device,
TRACE("dst_surface %p, dst_location %s, dst_rect %s.\n",
dst_surface, wined3d_debug_location(dst_location), wine_dbgstr_rect(dst_rect));
src_mask = src_surface->container->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
dst_mask = dst_surface->container->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
src_mask = src_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
dst_mask = dst_texture->resource.format_flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL);
if (src_mask != dst_mask)
{
ERR("Incompatible formats %s and %s.\n",
debug_d3dformat(src_surface->container->resource.format->id),
debug_d3dformat(dst_surface->container->resource.format->id));
debug_d3dformat(src_texture->resource.format->id),
debug_d3dformat(dst_texture->resource.format->id));
return;
}
if (!src_mask)
{
ERR("Not a depth / stencil format: %s.\n",
debug_d3dformat(src_surface->container->resource.format->id));
debug_d3dformat(src_texture->resource.format->id));
return;
}
......@@ -451,7 +454,7 @@ static void surface_depth_blt_fbo(const struct wined3d_device *device,
if (!surface_is_full_rect(dst_surface, dst_rect))
surface_load_location(dst_surface, context, dst_location);
else
wined3d_surface_prepare(dst_surface, context, dst_location);
wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location);
gl_info = context->gl_info;
......
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