wined3d: Use wined3d_texture_upload_data() in wined3d_device_update_texture_3d().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -3607,7 +3607,7 @@ static HRESULT wined3d_device_update_texture_3d(struct wined3d_device *device,
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data.buffer_object = 0;
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data.addr = src.data;
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wined3d_volume_upload_data(dst_texture, i, context, &data);
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wined3d_texture_upload_data(dst_texture, i, context, &data, src.row_pitch, src.slice_pitch);
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wined3d_texture_invalidate_location(dst_texture, i, ~WINED3D_LOCATION_TEXTURE_RGB);
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if (FAILED(hr = wined3d_resource_unmap(&src_texture->resource, src_level + i)))
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@ -1426,7 +1426,7 @@ HRESULT CDECL wined3d_texture_add_dirty_region(struct wined3d_texture *texture,
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return WINED3D_OK;
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}
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static void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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const struct wined3d_context *context, const struct wined3d_const_bo_address *data,
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unsigned int row_pitch, unsigned int slice_pitch)
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{
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@ -2768,6 +2768,9 @@ void wined3d_texture_set_swapchain(struct wined3d_texture *texture,
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struct wined3d_swapchain *swapchain) DECLSPEC_HIDDEN;
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void wined3d_texture_unmap_bo_address(const struct wined3d_bo_address *data,
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const struct wined3d_gl_info *gl_info, GLenum binding) DECLSPEC_HIDDEN;
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void wined3d_texture_upload_data(struct wined3d_texture *texture, unsigned int sub_resource_idx,
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const struct wined3d_context *context, const struct wined3d_const_bo_address *data,
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unsigned int row_pitch, unsigned int slice_pitch) DECLSPEC_HIDDEN;
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void wined3d_texture_validate_location(struct wined3d_texture *texture,
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unsigned int sub_resource_idx, DWORD location) DECLSPEC_HIDDEN;
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