Commit ed93bf49 authored by Paul Gofman's avatar Paul Gofman Committed by Alexandre Julliard

wined3d: Manage source texture resolve in texture2d_blt() for colour blits.

parent 8ca5d4af
......@@ -175,13 +175,6 @@ void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *co
break;
}
/* Resolve the source surface first if needed. */
if (wined3d_texture_gl_is_multisample_location(wined3d_texture_gl(src_texture), src_location)
&& (src_texture->resource.format->id != dst_texture->resource.format->id
|| abs(src_rect->bottom - src_rect->top) != abs(dst_rect->bottom - dst_rect->top)
|| abs(src_rect->right - src_rect->left) != abs(dst_rect->right - dst_rect->left)))
src_location = WINED3D_LOCATION_RB_RESOLVED;
/* Make sure the locations are up-to-date. Loading the destination
* surface isn't required if the entire surface is overwritten. (And is
* in fact harmful if we're being called by surface_load_location() with
......@@ -2392,7 +2385,7 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
struct wined3d_device *device = dst_texture->resource.device;
struct wined3d_swapchain *src_swapchain, *dst_swapchain;
const struct wined3d_color_key *colour_key = NULL;
DWORD dst_location, valid_locations;
DWORD src_location, dst_location, valid_locations;
DWORD src_ds_flags, dst_ds_flags;
struct wined3d_context *context;
enum wined3d_blit_op blit_op;
......@@ -2613,6 +2606,12 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
if ((flags & WINED3D_BLT_RAW) || (blit_op == WINED3D_BLIT_OP_COLOR_BLIT && !scale && !convert && !resolve))
blit_op = WINED3D_BLIT_OP_RAW_BLIT;
if (src_texture->resource.multisample_type != WINED3D_MULTISAMPLE_NONE
&& (scale || convert || blit_op != WINED3D_BLIT_OP_COLOR_BLIT))
src_location = WINED3D_LOCATION_RB_RESOLVED;
else
src_location = src_texture->resource.draw_binding;
if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)
dst_location = dst_texture->resource.draw_binding;
else
......@@ -2620,7 +2619,7 @@ HRESULT texture2d_blt(struct wined3d_texture *dst_texture, unsigned int dst_sub_
context = context_acquire(device, dst_texture, dst_sub_resource_idx);
valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,
src_texture, src_sub_resource_idx, src_texture->resource.draw_binding, &src_rect,
src_texture, src_sub_resource_idx, src_location, &src_rect,
dst_texture, dst_sub_resource_idx, dst_location, &dst_rect, colour_key, filter);
context_release(context);
......
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