wined3d: Fix an issue in buffer_get_sysmem.

Checking for the doublebuffer flag can cause confusion if no VBO has
been allocated for the buffer. Checking for allocatedMemory is the
more direct approach.
This commit is contained in:
Stefan Dösinger 2009-04-22 19:19:41 +02:00 committed by Alexandre Julliard
parent 926fe798c5
commit 1fbc6e560d
1 changed files with 2 additions and 1 deletions

View File

@ -590,7 +590,8 @@ static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
const BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
{
if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) return This->resource.allocatedMemory;
/* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));