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wined3d: Use the resource access flags in wined3d_surface_blt().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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commit
74c97c9a56
1 changed files with 6 additions and 6 deletions
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@ -3854,10 +3854,10 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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{
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TRACE("Depth/stencil blit.\n");
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if (dst_texture->resource.pool == WINED3D_POOL_SYSTEM_MEM)
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dst_location = dst_texture->resource.map_binding;
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else
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if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)
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dst_location = dst_texture->resource.draw_binding;
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else
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dst_location = dst_texture->resource.map_binding;
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context = context_acquire(device, dst_texture, dst_sub_resource_idx);
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valid_locations = device->blitter->ops->blitter_blit(device->blitter,
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@ -3959,10 +3959,10 @@ HRESULT wined3d_surface_blt(struct wined3d_surface *dst_surface, const RECT *dst
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blit_op = WINED3D_BLIT_OP_RAW_BLIT;
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}
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if (dst_texture->resource.pool == WINED3D_POOL_SYSTEM_MEM)
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dst_location = dst_texture->resource.map_binding;
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else
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if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU)
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dst_location = dst_texture->resource.draw_binding;
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else
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dst_location = dst_texture->resource.map_binding;
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context = context_acquire(device, dst_texture, dst_sub_resource_idx);
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valid_locations = device->blitter->ops->blitter_blit(device->blitter, blit_op, context,
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