wined3d: Avoid moving buffers while they're mapped.

This commit is contained in:
Henri Verbeet 2012-05-22 18:01:04 +02:00 committed by Alexandre Julliard
parent 263df24406
commit 69bdff6253
1 changed files with 7 additions and 1 deletions

View File

@ -476,7 +476,7 @@ void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_in
data->buffer_object = buffer->buffer_object;
if (!buffer->buffer_object)
{
if (buffer->flags & WINED3D_BUFFER_CREATEBO)
if ((buffer->flags & WINED3D_BUFFER_CREATEBO) && !buffer->resource.map_count)
{
buffer_create_buffer_object(buffer, gl_info);
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
@ -753,6 +753,12 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
TRACE("buffer %p.\n", buffer);
if (buffer->resource.map_count)
{
WARN("Buffer is mapped, skipping preload.\n");
return;
}
buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
if (!buffer->buffer_object)