From: Józef Kucia Subject: [PATCH] wined3d: Use correct layer count for 3D textures. Message-Id: <20170420102659.29244-1-jkucia@codeweavers.com> Date: Thu, 20 Apr 2017 12:26:59 +0200 Fixes a regression introduced by commit 9ffacc434e90d80dbdfb107b10f02a759f2266f3. Signed-off-by: Józef Kucia --- dlls/wined3d/view.c | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) diff --git a/dlls/wined3d/view.c b/dlls/wined3d/view.c index cb3578a..3abd85b 100644 --- a/dlls/wined3d/view.c +++ b/dlls/wined3d/view.c @@ -422,7 +422,7 @@ void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view struct wined3d_context *context, DWORD location) { struct wined3d_resource *resource = view->resource; - unsigned int i, sub_resource_idx; + unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) @@ -433,7 +433,8 @@ void wined3d_rendertarget_view_prepare_location(struct wined3d_rendertarget_view texture = texture_from_resource(resource); sub_resource_idx = view->sub_resource_idx; - for (i = 0; i < view->layer_count; ++i, sub_resource_idx += texture->level_count) + layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1; + for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_prepare_location(texture, sub_resource_idx, context, location); } @@ -441,7 +442,7 @@ void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *v struct wined3d_context *context, DWORD location) { struct wined3d_resource *resource = view->resource; - unsigned int i, sub_resource_idx; + unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) @@ -452,14 +453,15 @@ void wined3d_rendertarget_view_load_location(struct wined3d_rendertarget_view *v texture = texture_from_resource(resource); sub_resource_idx = view->sub_resource_idx; - for (i = 0; i < view->layer_count; ++i, sub_resource_idx += texture->level_count) + layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1; + for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_load_location(texture, sub_resource_idx, context, location); } void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_view *view, DWORD location) { struct wined3d_resource *resource = view->resource; - unsigned int i, sub_resource_idx; + unsigned int i, sub_resource_idx, layer_count; struct wined3d_texture *texture; if (resource->type == WINED3D_RTYPE_BUFFER) @@ -470,7 +472,8 @@ void wined3d_rendertarget_view_validate_location(struct wined3d_rendertarget_vie texture = texture_from_resource(resource); sub_resource_idx = view->sub_resource_idx; - for (i = 0; i < view->layer_count; ++i, sub_resource_idx += texture->level_count) + layer_count = resource->type != WINED3D_RTYPE_TEXTURE_3D ? view->layer_count : 1; + for (i = 0; i < layer_count; ++i, sub_resource_idx += texture->level_count) wined3d_texture_validate_location(texture, sub_resource_idx, location); } -- 2.10.2