wined3d: Use texture3d_upload_data() in texture3d_load_location().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
0bf35ec975
commit
61fa6ea2c5
|
@ -2152,6 +2152,7 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
|
||||||
{
|
{
|
||||||
struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
|
struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
|
||||||
DWORD required_access = wined3d_resource_access_from_location(location);
|
DWORD required_access = wined3d_resource_access_from_location(location);
|
||||||
|
unsigned int row_pitch, slice_pitch;
|
||||||
|
|
||||||
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
|
TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
|
||||||
texture, sub_resource_idx, context, wined3d_debug_location(location));
|
texture, sub_resource_idx, context, wined3d_debug_location(location));
|
||||||
|
@ -2192,14 +2193,16 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
|
||||||
data.addr += sub_resource->offset;
|
data.addr += sub_resource->offset;
|
||||||
wined3d_texture_bind_and_dirtify(texture, context,
|
wined3d_texture_bind_and_dirtify(texture, context,
|
||||||
location == WINED3D_LOCATION_TEXTURE_SRGB);
|
location == WINED3D_LOCATION_TEXTURE_SRGB);
|
||||||
wined3d_volume_upload_data(texture, sub_resource_idx, context, &data);
|
wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
|
||||||
|
texture3d_upload_data(texture, sub_resource_idx, context, &data, row_pitch, slice_pitch);
|
||||||
}
|
}
|
||||||
else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
|
else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
|
||||||
{
|
{
|
||||||
struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
|
struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
|
||||||
wined3d_texture_bind_and_dirtify(texture, context,
|
wined3d_texture_bind_and_dirtify(texture, context,
|
||||||
location == WINED3D_LOCATION_TEXTURE_SRGB);
|
location == WINED3D_LOCATION_TEXTURE_SRGB);
|
||||||
wined3d_volume_upload_data(texture, sub_resource_idx, context, &data);
|
wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
|
||||||
|
texture3d_upload_data(texture, sub_resource_idx, context, &data, row_pitch, slice_pitch);
|
||||||
}
|
}
|
||||||
else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
|
else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue