wined3d: Respect the BO buffer offset in wined3d_unordered_access_view_gl_clear().
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1598,7 +1598,7 @@ void wined3d_unordered_access_view_gl_clear(struct wined3d_unordered_access_view
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get_buffer_view_range(buffer, &view_gl->v.desc, &format_gl->f, &offset, &size);
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get_buffer_view_range(buffer, &view_gl->v.desc, &format_gl->f, &offset, &size);
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wined3d_context_gl_bind_bo(context_gl, bo_gl->binding, bo_gl->id);
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wined3d_context_gl_bind_bo(context_gl, bo_gl->binding, bo_gl->id);
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GL_EXTCALL(glClearBufferSubData(bo_gl->binding, format_gl->internal,
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GL_EXTCALL(glClearBufferSubData(bo_gl->binding, format_gl->internal,
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offset, size, format_gl->format, format_gl->type, clear_value));
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bo_gl->b.buffer_offset + offset, size, format_gl->format, format_gl->type, clear_value));
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wined3d_context_gl_reference_bo(context_gl, bo_gl);
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wined3d_context_gl_reference_bo(context_gl, bo_gl);
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checkGLcall("clear unordered access view");
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checkGLcall("clear unordered access view");
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}
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}
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