wined3d: Use wined3d_texture_load_location() in swapchain_gl_present().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Henri Verbeet 2016-08-04 12:06:58 +02:00 committed by Alexandre Julliard
parent 42b90efdfd
commit 398f0d024f
1 changed files with 8 additions and 10 deletions

View File

@ -483,14 +483,14 @@ static void wined3d_swapchain_rotate(struct wined3d_swapchain *swapchain, struct
static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
const RECT *src_rect, const RECT *dst_rect, DWORD flags)
{
struct wined3d_surface *back_buffer = swapchain->back_buffers[0]->sub_resources[0].u.surface;
struct wined3d_texture *back_buffer = swapchain->back_buffers[0];
const struct wined3d_fb_state *fb = &swapchain->device->fb;
const struct wined3d_gl_info *gl_info;
struct wined3d_texture *logo_texture;
struct wined3d_context *context;
BOOL render_to_fbo;
context = context_acquire(swapchain->device, back_buffer);
context = context_acquire(swapchain->device, back_buffer->sub_resources[0].u.surface);
if (!context->valid)
{
context_release(context);
@ -505,7 +505,7 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
RECT rect = {0, 0, logo_texture->resource.width, logo_texture->resource.height};
/* Blit the logo into the upper left corner of the drawable. */
wined3d_texture_blt(swapchain->back_buffers[0], 0, &rect, logo_texture, 0, &rect,
wined3d_texture_blt(back_buffer, 0, &rect, logo_texture, 0, &rect,
WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
}
@ -525,16 +525,14 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
swapchain->device->cursor_texture->resource.width,
swapchain->device->cursor_texture->resource.height
};
const RECT clip_rect = {0, 0,
swapchain->back_buffers[0]->resource.width,
swapchain->back_buffers[0]->resource.height};
const RECT clip_rect = {0, 0, back_buffer->resource.width, back_buffer->resource.height};
TRACE("Rendering the software cursor.\n");
if (swapchain->desc.windowed)
MapWindowPoints(NULL, swapchain->win_handle, (POINT *)&dst_rect, 2);
if (wined3d_clip_blit(&clip_rect, &dst_rect, &src_rect))
wined3d_texture_blt(swapchain->back_buffers[0], 0, &dst_rect,
wined3d_texture_blt(back_buffer, 0, &dst_rect,
swapchain->device->cursor_texture, 0, &src_rect,
WINED3D_BLT_ALPHA_TEST, NULL, WINED3D_TEXF_POINT);
}
@ -559,14 +557,14 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
*/
if (!swapchain->render_to_fbo && render_to_fbo && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
{
surface_load_location(back_buffer, context, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(back_buffer->container, 0, WINED3D_LOCATION_DRAWABLE);
wined3d_texture_load_location(back_buffer, 0, context, WINED3D_LOCATION_TEXTURE_RGB);
wined3d_texture_invalidate_location(back_buffer, 0, WINED3D_LOCATION_DRAWABLE);
swapchain->render_to_fbo = TRUE;
swapchain_update_draw_bindings(swapchain);
}
else
{
surface_load_location(back_buffer, context, back_buffer->container->resource.draw_binding);
wined3d_texture_load_location(back_buffer, 0, context, back_buffer->resource.draw_binding);
}
if (swapchain->render_to_fbo)