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wined3d: Add support for partial updates of compressed surfaces to IWineD3DDeviceImpl_UpdateSurface().
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@ -5262,21 +5262,45 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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ENTER_GL();
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/* TODO: Cube and volume support */
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if(rowoffset != 0){
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/* not a whole row so we have to do it a line at a time */
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int j;
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/* hopefully using pointer addition will be quicker than using a point + j * rowoffset */
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const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
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for (j = destTop; j < (srcHeight + destTop); ++j)
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if (rowoffset) /* Not a whole row so we have to do it a line at a time. */
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{
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if (dst_format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
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{
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glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, j,
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srcWidth, 1, dst_format_desc->glFormat, dst_format_desc->glType,data);
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data += rowoffset;
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}
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const unsigned char *data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface));
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UINT row_length = (srcWidth / src_format_desc->block_width) * src_format_desc->block_byte_count;
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UINT row_count = srcHeight / src_format_desc->block_height;
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UINT src_pitch = IWineD3DSurface_GetPitch(pSourceSurface);
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UINT y = destTop;
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UINT row;
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} else { /* Full width, so just write out the whole texture */
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data += (pSourceRect->top / src_format_desc->block_height) * src_pitch;
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data += (pSourceRect->left / src_format_desc->block_width) * src_format_desc->block_byte_count;
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for (row = 0; row < row_count; ++row)
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{
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GL_EXTCALL(glCompressedTexSubImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
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destLeft, y, srcWidth, src_format_desc->block_height,
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dst_format_desc->glInternal, row_length, data));
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y += src_format_desc->block_height;
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data += src_pitch;
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}
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checkGLcall("glCompressedTexSubImage2DARB");
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}
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else
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{
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const unsigned char *data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
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unsigned int j;
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for (j = destTop; j < (srcHeight + destTop); ++j)
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{
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glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, j,
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srcWidth, 1, dst_format_desc->glFormat, dst_format_desc->glType,data);
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data += rowoffset;
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}
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}
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}
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else /* Full width, so just write out the whole texture. */
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{
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const unsigned char* data = ((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
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if (dst_format_desc->Flags & WINED3DFMT_FLAG_COMPRESSED)
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