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>
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@ -2152,6 +2152,7 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
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{
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struct wined3d_texture_sub_resource *sub_resource = &texture->sub_resources[sub_resource_idx];
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DWORD required_access = wined3d_resource_access_from_location(location);
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unsigned int row_pitch, slice_pitch;
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TRACE("texture %p, sub_resource_idx %u, context %p, location %s.\n",
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texture, sub_resource_idx, context, wined3d_debug_location(location));
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@ -2192,14 +2193,16 @@ static BOOL texture3d_load_location(struct wined3d_texture *texture, unsigned in
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data.addr += sub_resource->offset;
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wined3d_texture_bind_and_dirtify(texture, context,
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location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_volume_upload_data(texture, sub_resource_idx, context, &data);
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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texture3d_upload_data(texture, sub_resource_idx, context, &data, row_pitch, slice_pitch);
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}
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else if (sub_resource->locations & WINED3D_LOCATION_BUFFER)
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{
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struct wined3d_const_bo_address data = {sub_resource->buffer_object, NULL};
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wined3d_texture_bind_and_dirtify(texture, context,
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location == WINED3D_LOCATION_TEXTURE_SRGB);
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wined3d_volume_upload_data(texture, sub_resource_idx, context, &data);
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wined3d_texture_get_pitch(texture, sub_resource_idx, &row_pitch, &slice_pitch);
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texture3d_upload_data(texture, sub_resource_idx, context, &data, row_pitch, slice_pitch);
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}
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else if (sub_resource->locations & WINED3D_LOCATION_TEXTURE_RGB)
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{
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