wined3d: Allow OpenGL transform feedback buffer objects to be suballocated from a larger buffer.
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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@ -4651,6 +4651,7 @@ static void state_so(struct wined3d_context *context, const struct wined3d_state
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const struct wined3d_gl_info *gl_info = context_gl->gl_info;
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struct wined3d_buffer *buffer;
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unsigned int offset, size, i;
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struct wined3d_bo_gl *bo_gl;
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TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
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@ -4666,6 +4667,7 @@ static void state_so(struct wined3d_context *context, const struct wined3d_state
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buffer = state->stream_output[i].buffer;
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offset = state->stream_output[i].offset;
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bo_gl = wined3d_bo_gl(buffer->buffer_object);
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if (offset == ~0u)
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{
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FIXME("Appending to stream output buffers not implemented.\n");
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@ -4673,7 +4675,7 @@ static void state_so(struct wined3d_context *context, const struct wined3d_state
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}
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size = buffer->resource.size - offset;
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GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, i,
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wined3d_bo_gl(buffer->buffer_object)->id, offset, size));
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bo_gl->id, bo_gl->buffer_offset + offset, size));
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buffer->bo_user.valid = true;
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}
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checkGLcall("bind transform feedback buffers");
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