wined3d: Do not add the BO address offset when calling glFlushMappedBufferRange().
Fixes: c2f0ae50b4
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2759,8 +2759,9 @@ static void flush_bo_ranges(struct wined3d_context_gl *context_gl, const struct
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{
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for (i = 0; i < range_count; ++i)
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{
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GL_EXTCALL(glFlushMappedBufferRange(bo->binding,
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(UINT_PTR)data->addr + ranges[i].offset, ranges[i].size));
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/* The offset passed to glFlushMappedBufferRange() is relative to
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* the mapped range, so don't add data->addr in this case. */
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GL_EXTCALL(glFlushMappedBufferRange(bo->binding, ranges[i].offset, ranges[i].size));
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}
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}
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else if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
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