wined3d: Respect the BO buffer offset in create_buffer_texture().
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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@ -257,6 +257,10 @@ static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_c
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return;
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}
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wined3d_buffer_load_location(buffer, &context_gl->c, WINED3D_LOCATION_BUFFER);
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bo_gl = wined3d_bo_gl(buffer->buffer_object);
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offset += bo_gl->b.buffer_offset;
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if ((offset & (gl_info->limits.texture_buffer_offset_alignment - 1)))
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{
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FIXME("Buffer offset %u is not %u byte aligned.\n",
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@ -264,9 +268,6 @@ static void create_buffer_texture(struct wined3d_gl_view *view, struct wined3d_c
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return;
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}
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wined3d_buffer_load_location(buffer, &context_gl->c, WINED3D_LOCATION_BUFFER);
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bo_gl = wined3d_bo_gl(buffer->buffer_object);
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view->target = GL_TEXTURE_BUFFER;
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if (!view->name)
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gl_info->gl_ops.gl.p_glGenTextures(1, &view->name);
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