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wined3d: Explicitly calculate the sub-resource level in surface_blt_special().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2113,7 +2113,7 @@ static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RE
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if ((src_swapchain || src_surface == rt) && !dst_swapchain)
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{
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unsigned int src_width, src_height;
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unsigned int src_level, src_width, src_height;
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/* Blit from render target to texture */
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BOOL stretchx;
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@ -2147,8 +2147,9 @@ static HRESULT surface_blt_special(struct wined3d_surface *dst_surface, const RE
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* back buffer. This is slower than reading line per line, thus not used for flipping
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* -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
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* pixel by pixel. */
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src_width = wined3d_texture_get_level_width(src_texture, src_surface->texture_level);
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src_height = wined3d_texture_get_level_height(src_texture, src_surface->texture_level);
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src_level = surface_get_sub_resource_idx(src_surface) % src_texture->level_count;
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src_width = wined3d_texture_get_level_width(src_texture, src_level);
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src_height = wined3d_texture_get_level_height(src_texture, src_level);
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if (!stretchx || dst_rect->right - dst_rect->left > src_width
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|| dst_rect->bottom - dst_rect->top > src_height)
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{
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