wined3d: Use wined3d_buffer_load_location() in wined3d_buffer_get_memory().
wined3d_buffer_load_location() can handle loading from WINED3D_LOCATION_DISCARDED just fine, so use it instead of duplicating the functionality here. 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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@ -653,14 +653,12 @@ DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_co
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if (locations & WINED3D_LOCATION_DISCARDED)
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{
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locations = ((buffer->flags & WINED3D_BUFFER_USE_BO) ? WINED3D_LOCATION_BUFFER : WINED3D_LOCATION_SYSMEM);
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if (!wined3d_buffer_prepare_location(buffer, context, locations))
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if (!wined3d_buffer_load_location(buffer, context, locations))
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{
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data->buffer_object = 0;
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data->addr = NULL;
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return 0;
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}
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wined3d_buffer_validate_location(buffer, locations);
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
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}
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if (locations & WINED3D_LOCATION_BUFFER)
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{
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