Signed-off-by: Paul Gofman gofmanp@gmail.com --- dlls/wined3d/glsl_shader.c | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 73904ca728..05a45a046a 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -13590,14 +13590,20 @@ static BOOL glsl_blitter_supported(enum wined3d_blit_op blit_op, const struct wi return FALSE; }
+ if (!(dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) + { + TRACE("Destination resource does not have GPU access.\n"); + return FALSE; + } + /* We don't necessarily want to blit from resources without * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress * compressed textures. */ decompress = (src_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED) && !(dst_format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_COMPRESSED); - if (!decompress && !(src_resource->access & dst_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) + if (!decompress && !(src_resource->access & WINED3D_RESOURCE_ACCESS_GPU)) { - TRACE("Source or destination resource does not have GPU access.\n"); + TRACE("Source resource does not have GPU access.\n"); return FALSE; }