wined3d: Use buffer_bind() in buffer_conversion_upload().
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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@ -858,10 +858,6 @@ static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined
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unsigned int i, j, start, end, len, vertex_count;
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BYTE *data;
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/* This would potentially invalidate the element array buffer binding. */
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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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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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/* Now for each vertex in the buffer that needs conversion. */
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@ -873,6 +869,7 @@ static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined
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return;
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}
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buffer_bind(buffer, context);
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while (buffer->modified_areas)
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{
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buffer->modified_areas--;
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@ -904,8 +901,6 @@ static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined
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}
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}
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GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
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checkGLcall("glBindBuffer");
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GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint, start, len, data + start));
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checkGLcall("glBufferSubData");
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}
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