wined3d: Use the access flags used to create the bo for persistent maps in wined3d_bo_gl_map().

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2021-12-09 17:45:15 +01:00 committed by Alexandre Julliard
parent cbd324124c
commit 194b47b4fd
1 changed files with 17 additions and 7 deletions

View File

@ -2711,14 +2711,24 @@ map:
gl_info = context_gl->gl_info;
wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
if (gl_info->supported[ARB_BUFFER_STORAGE])
if (gl_info->supported[ARB_BUFFER_STORAGE] && wined3d_map_persistent())
{
if ((map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size,
GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | wined3d_resource_gl_map_flags(bo, flags)))))
{
if (wined3d_map_persistent())
bo->b.map_ptr = map_ptr;
}
GLbitfield gl_flags;
/* When mapping the bo persistently, we need to use the access flags
* used to create the bo, instead of the access flags passed to the
* map call. Otherwise, if for example the initial map call that
* caused the bo to be persistently mapped was a read-only map,
* subsequent write access to the bo would be undefined. */
gl_flags = bo->flags & ~GL_CLIENT_STORAGE_BIT;
gl_flags |= GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
if (!(gl_flags & GL_MAP_READ_BIT))
gl_flags |= GL_MAP_UNSYNCHRONIZED_BIT;
if (gl_flags & GL_MAP_WRITE_BIT)
gl_flags |= GL_MAP_FLUSH_EXPLICIT_BIT;
if ((map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, gl_flags))))
bo->b.map_ptr = map_ptr;
}
else if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{