wined3d: Surface pitch fix.

This commit is contained in:
Roderick Colenbrander 2006-08-09 22:45:59 +02:00 committed by Alexandre Julliard
parent 31abc2febd
commit 2628627e79

View File

@ -1858,6 +1858,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
GLenum format, internal, type;
CONVERT_TYPES convert;
int bpp;
int pitch;
BYTE *mem;
if(This->CKeyFlags & DDSD_CKSRCBLT) {
@ -1867,45 +1868,39 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
else This->Flags &= ~SFLAG_GLCKEY;
d3dfmt_get_conv(This, TRUE /* We need color keying */, TRUE /* We will use textures */, &format, &internal, &type, &convert, &bpp);
/* The pitch is in 'length' not in bytes */
if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET)
pitch = This->currentDesc.Width;
else
pitch = This->pow2Width;
if((convert != NO_CONVERSION) && This->resource.allocatedMemory) {
int height = This->glRect.bottom - This->glRect.top;
int pitch;
/* Set the pitch in 'length' not in bytes */
if (NP2_REPACK == wined3d_settings.nonpower2_mode || This->resource.usage & WINED3DUSAGE_RENDERTARGET)
pitch = This->currentDesc.Width;
else
pitch = This->pow2Width;
mem = HeapAlloc(GetProcessHeap(), 0, pitch * height * bpp);
if(!mem) {
ERR("Out of memory %d, %d!\n", pitch, height);
return WINED3DERR_OUTOFVIDEOMEMORY;
}
d3dfmt_convert_surface(This->resource.allocatedMemory,
mem,
pitch*height,
convert,
This);
/* Make sure the correct pitch is used */
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
This->Flags |= SFLAG_CONVERTED;
} else if(This->resource.format == WINED3DFMT_P8 && GL_SUPPORT(EXT_PALETTED_TEXTURE)) {
int pitch = IWineD3DSurface_GetPitch(iface);
d3dfmt_p8_upload_palette(iface, convert);
/* Make sure the correct pitch is used */
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
This->Flags &= ~SFLAG_CONVERTED;
mem = This->resource.allocatedMemory;
d3dfmt_p8_upload_palette(iface, convert);
This->Flags &= ~SFLAG_CONVERTED;
mem = This->resource.allocatedMemory;
} else {
This->Flags &= ~SFLAG_CONVERTED;
mem = This->resource.allocatedMemory;
}
/* Make sure the correct pitch is used */
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
/* TODO: possibly use texture rectangle (though we are probably more compatible without it) */
if (NP2_REPACK == wined3d_settings.nonpower2_mode && (This->Flags & SFLAG_NONPOW2) && !(This->Flags & SFLAG_OVERSIZE) ) {