wined3d: Always set GL_PIXEL_UNPACK_BUFFER binding in wined3d_texture_gl_allocate_mutable_storage().
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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@ -930,6 +930,9 @@ static void wined3d_texture_gl_allocate_mutable_storage(struct wined3d_texture_g
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else
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layer_count = texture_gl->t.layer_count;
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GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
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checkGLcall("glBindBuffer");
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for (layer = 0; layer < layer_count; ++layer)
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{
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target = wined3d_texture_gl_get_sub_resource_target(texture_gl, layer * level_count);
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