wined3d: Use the resource access flags in wined3d_texture_unload().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1803,7 +1803,7 @@ static void wined3d_texture_unload(struct wined3d_resource *resource)
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{
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struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[i];
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if (resource->pool != WINED3D_POOL_DEFAULT
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if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
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&& wined3d_texture_load_location(texture, i, context, resource->map_binding))
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{
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wined3d_texture_invalidate_location(texture, i, ~resource->map_binding);
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@ -1812,9 +1812,11 @@ static void wined3d_texture_unload(struct wined3d_resource *resource)
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{
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/* We should only get here on device reset/teardown for implicit
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* resources. */
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if (resource->pool != WINED3D_POOL_DEFAULT || resource->type != WINED3D_RTYPE_TEXTURE_2D)
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ERR("Discarding %s %p sub-resource %u in the %s pool.\n", debug_d3dresourcetype(resource->type),
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resource, i, debug_d3dpool(resource->pool));
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if (resource->access & WINED3D_RESOURCE_ACCESS_CPU
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|| resource->type != WINED3D_RTYPE_TEXTURE_2D)
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ERR("Discarding %s %p sub-resource %u with resource access %s.\n",
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debug_d3dresourcetype(resource->type), resource, i,
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wined3d_debug_resource_access(resource->access));
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wined3d_texture_validate_location(texture, i, WINED3D_LOCATION_DISCARDED);
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wined3d_texture_invalidate_location(texture, i, ~WINED3D_LOCATION_DISCARDED);
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}
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