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wined3d: Only invert viewport y for onscreen destinations in surface_depth_blt().
This fixes a regression introduced by
032f8702ed
.
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parent
c51db63ba4
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4621568922
@ -5579,7 +5579,7 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(struct wined3d_surface *dst_surfa
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/* GL locking is done by the caller */
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static void surface_depth_blt(struct wined3d_surface *surface, const struct wined3d_gl_info *gl_info,
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GLuint texture, GLsizei w, GLsizei h, GLenum target)
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GLuint texture, GLint x, GLint y, GLsizei w, GLsizei h, GLenum target)
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{
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struct wined3d_device *device = surface->resource.device;
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GLint compare_mode = GL_NONE;
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@ -5598,7 +5598,7 @@ static void surface_depth_blt(struct wined3d_surface *surface, const struct wine
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glDepthFunc(GL_ALWAYS);
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glDepthMask(GL_TRUE);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glViewport(0, surface->pow2Height - h, w, h);
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glViewport(x, y, w, h);
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SetRect(&rect, 0, h, w, 0);
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surface_get_blt_info(target, &rect, surface->pow2Width, surface->pow2Height, &info);
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@ -5773,7 +5773,7 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, surface, FALSE);
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/* Do the actual blit */
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surface_depth_blt(surface, gl_info, device->depth_blt_texture, w, h, bind_target);
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surface_depth_blt(surface, gl_info, device->depth_blt_texture, 0, 0, w, h, bind_target);
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checkGLcall("depth_blt");
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if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
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@ -5791,7 +5791,7 @@ void surface_load_ds_location(struct wined3d_surface *surface, struct wined3d_co
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context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
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surface_depth_blt(surface, gl_info, surface->texture_name,
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w, h, surface->texture_target);
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0, surface->pow2Height - h, w, h, surface->texture_target);
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checkGLcall("depth_blt");
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if (context->current_fbo) context_bind_fbo(context, GL_FRAMEBUFFER, &context->current_fbo->id);
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