Otherwise things go wrong when texture2d_blt() chooses WINED3D_LOCATION_RB_RESOLVED.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=49251 Signed-off-by: Paul Gofman pgofman@codeweavers.com --- dlls/wined3d/glsl_shader.c | 5 +++++ 1 file changed, 5 insertions(+)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 7d16f03a21..c8c9656b6c 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -13135,6 +13135,11 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli wined3d_texture_load(src_texture, context, FALSE); }
+ if (!texture2d_is_full_rect(dst_texture, dst_sub_resource_idx % dst_texture->level_count, dst_rect)) + wined3d_texture_load_location(dst_texture, dst_sub_resource_idx, context, dst_location); + else + wined3d_texture_prepare_location(dst_texture, dst_sub_resource_idx, context, dst_location); + wined3d_context_gl_apply_blit_state(context_gl, device);
if (dst_location == WINED3D_LOCATION_DRAWABLE)