Direct3D 9 allows blits from multisample resources to non-multisample resources with scaling or format conversion. In OpenGL, we resolve multisample texture to the renderbuffer associated with the texture before doing the actual blit with scaling/format conversion.
Signed-off-by: Józef Kucia jkucia@codeweavers.com --- dlls/wined3d/surface.c | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 1f5a98a2fee0..5cb9cda7b6e6 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -350,6 +350,15 @@ static void surface_depth_blt_fbo(const struct wined3d_device *device, context_release(context); }
+static BOOL is_multisample_location(const struct wined3d_texture *texture, DWORD location) +{ + if (location == WINED3D_LOCATION_RB_MULTISAMPLE) + return TRUE; + if (location != WINED3D_LOCATION_TEXTURE_RGB && location != WINED3D_LOCATION_TEXTURE_SRGB) + return FALSE; + return texture->target == GL_TEXTURE_2D_MULTISAMPLE || texture->target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY; +} + /* Blit between surface locations. Onscreen on different swapchains is not supported. * Depth / stencil is not supported. Context activation is done by the caller. */ static void surface_blt_fbo(const struct wined3d_device *device, @@ -392,7 +401,7 @@ static void surface_blt_fbo(const struct wined3d_device *device, }
/* Resolve the source surface first if needed. */ - if (src_location == WINED3D_LOCATION_RB_MULTISAMPLE + if (is_multisample_location(src_texture, src_location) && (src_texture->resource.format->id != dst_texture->resource.format->id || abs(src_rect.bottom - src_rect.top) != abs(dst_rect.bottom - dst_rect.top) || abs(src_rect.right - src_rect.left) != abs(dst_rect.right - dst_rect.left)))