DirectDraw tests show that cross-device blits are supposed to work for limited cases between system memory surfaces. However, cross-device blits are unsafe in wined3d, especially with CSMT enabled.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45382 Signed-off-by: Józef Kucia jkucia@codeweavers.com ---
FWIW, the games affected by this bug shouldn't use cross-device blits at all. Cross-device blits happen between a surface created by our amstream implementation, and the bug doesn't occur with native amstream.
--- dlls/wined3d/texture.c | 6 ++++++ 1 file changed, 6 insertions(+)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index c316906a9576..634992714d02 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -3097,6 +3097,12 @@ HRESULT CDECL wined3d_texture_blt(struct wined3d_texture *dst_texture, unsigned return WINED3DERR_INVALIDCALL; }
+ if (dst_texture->resource.device != src_texture->resource.device) + { + FIXME("Rejecting cross-device blit.\n"); + return E_NOTIMPL; + } + wined3d_cs_emit_blt_sub_resource(dst_texture->resource.device->cs, &dst_texture->resource, dst_sub_resource_idx, &dst_box, &src_texture->resource, src_sub_resource_idx, &src_box, flags, fx, filter);