wined3d: Allow OpenGL index buffer objects to be suballocated from a larger BO.

Signed-off-by: Zebediah Figura <zfigura@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2021-11-18 21:06:18 -06:00 committed by Alexandre Julliard
parent a9584bf521
commit 6c6fcff96e
1 changed files with 4 additions and 2 deletions

View File

@ -4909,10 +4909,12 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
if (parameters->indexed) if (parameters->indexed)
{ {
struct wined3d_buffer *index_buffer = state->index_buffer; struct wined3d_buffer *index_buffer = state->index_buffer;
if (!index_buffer->buffer_object || !stream_info->all_vbo) struct wined3d_bo *bo = index_buffer->buffer_object;
if (!bo || !stream_info->all_vbo)
idx_data = index_buffer->resource.heap_memory; idx_data = index_buffer->resource.heap_memory;
else else
idx_data = NULL; idx_data = (void *)wined3d_bo_gl(bo)->buffer_offset;
idx_data = (const BYTE *)idx_data + state->index_offset; idx_data = (const BYTE *)idx_data + state->index_offset;
if (state->index_format == WINED3DFMT_R16_UINT) if (state->index_format == WINED3DFMT_R16_UINT)