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wined3d: Get resource info from the texture in surface_prepare_rb().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2146,6 +2146,9 @@ void surface_load_fb_texture(struct wined3d_surface *surface, BOOL srgb, struct
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static void surface_prepare_rb(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info, BOOL multisample)
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{
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struct wined3d_texture *texture = surface->container;
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const struct wined3d_format *format = texture->resource.format;
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if (multisample)
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{
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DWORD samples;
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@ -2162,16 +2165,15 @@ static void surface_prepare_rb(struct wined3d_surface *surface, const struct win
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/* We advertise as many WINED3D_MULTISAMPLE_NON_MASKABLE quality levels
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* as the count of advertised multisample types for the surface format. */
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if (surface->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
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if (texture->resource.multisample_type == WINED3D_MULTISAMPLE_NON_MASKABLE)
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{
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const struct wined3d_format *format = surface->resource.format;
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unsigned int i, count = 0;
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for (i = 0; i < sizeof(format->multisample_types) * 8; ++i)
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{
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if (format->multisample_types & 1u << i)
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{
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if (surface->resource.multisample_quality == count++)
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if (texture->resource.multisample_quality == count++)
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break;
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}
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}
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@ -2179,13 +2181,13 @@ static void surface_prepare_rb(struct wined3d_surface *surface, const struct win
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}
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else
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{
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samples = surface->resource.multisample_type;
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samples = texture->resource.multisample_type;
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}
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gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_multisample);
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gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_multisample);
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gl_info->fbo_ops.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples,
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surface->resource.format->glInternal, surface->pow2Width, surface->pow2Height);
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format->glInternal, surface->pow2Width, surface->pow2Height);
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checkGLcall("glRenderbufferStorageMultisample()");
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TRACE("Created multisample rb %u.\n", surface->rb_multisample);
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}
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@ -2196,7 +2198,7 @@ static void surface_prepare_rb(struct wined3d_surface *surface, const struct win
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gl_info->fbo_ops.glGenRenderbuffers(1, &surface->rb_resolved);
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gl_info->fbo_ops.glBindRenderbuffer(GL_RENDERBUFFER, surface->rb_resolved);
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gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, surface->resource.format->glInternal,
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gl_info->fbo_ops.glRenderbufferStorage(GL_RENDERBUFFER, format->glInternal,
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surface->pow2Width, surface->pow2Height);
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checkGLcall("glRenderbufferStorage()");
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TRACE("Created resolved rb %u.\n", surface->rb_resolved);
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