wined3d: Replace wined3d_buffer_load_sysmem() calls with wined3d_buffer_load_location().
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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@ -631,6 +631,7 @@ void wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
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static void buffer_unload(struct wined3d_resource *resource)
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static void buffer_unload(struct wined3d_resource *resource)
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{
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{
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struct wined3d_buffer *buffer = buffer_from_resource(resource);
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struct wined3d_buffer *buffer = buffer_from_resource(resource);
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DWORD flags = buffer->flags;
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TRACE("buffer %p.\n", buffer);
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TRACE("buffer %p.\n", buffer);
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@ -641,12 +642,10 @@ static void buffer_unload(struct wined3d_resource *resource)
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context = context_acquire(device, NULL);
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context = context_acquire(device, NULL);
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/* Download the buffer, but don't permanently enable double buffering */
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/* Download the buffer, but don't permanently enable double buffering. */
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if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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{
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if (!(flags & WINED3D_BUFFER_DOUBLEBUFFER))
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wined3d_buffer_load_sysmem(buffer, context);
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buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
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buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
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}
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
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delete_gl_buffer(buffer, context->gl_info);
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delete_gl_buffer(buffer, context->gl_info);
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@ -988,8 +987,7 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
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if (buffer->buffer_type_hint != GL_ARRAY_BUFFER)
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if (buffer->buffer_type_hint != GL_ARRAY_BUFFER)
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ERR("Converting data in non-vertex buffer.\n");
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ERR("Converting data in non-vertex buffer.\n");
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if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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wined3d_buffer_load_sysmem(buffer, context);
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/* Now for each vertex in the buffer that needs conversion */
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/* Now for each vertex in the buffer that needs conversion */
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vertex_count = buffer->resource.size / buffer->stride;
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vertex_count = buffer->resource.size / buffer->stride;
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@ -1144,7 +1142,7 @@ static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UI
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else
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else
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{
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{
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TRACE("Falling back to doublebuffered operation.\n");
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TRACE("Falling back to doublebuffered operation.\n");
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wined3d_buffer_load_sysmem(buffer, context);
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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}
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}
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TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
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TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
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buffer->map_ptr = NULL;
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buffer->map_ptr = NULL;
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