wined3d: Use more suitable bind target for SRV/UAV buffers.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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0b4ca25198
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@ -1353,11 +1353,16 @@ static const struct wined3d_resource_ops buffer_resource_ops =
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buffer_resource_sub_resource_unmap,
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};
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static GLenum buffer_type_hint_from_bind_flags(unsigned int bind_flags)
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static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info,
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unsigned int bind_flags)
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{
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if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
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return GL_ELEMENT_ARRAY_BUFFER;
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if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
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&& gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
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return GL_TEXTURE_BUFFER;
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if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
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return GL_UNIFORM_BUFFER;
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@ -1395,7 +1400,7 @@ static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device
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WARN("Failed to initialize resource, hr %#x.\n", hr);
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return hr;
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}
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buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(bind_flags);
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buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(gl_info, bind_flags);
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buffer->bind_flags = bind_flags;
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buffer->locations = WINED3D_LOCATION_SYSMEM;
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