wined3d: Always map the whole OpenGL buffer.

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 2021-11-30 17:55:20 -06:00 committed by Alexandre Julliard
parent 4ff480b2a2
commit 793ac83d5b
1 changed files with 6 additions and 4 deletions

View File

@ -2712,7 +2712,8 @@ map:
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, offset, size, wined3d_resource_gl_map_flags(bo, flags)));
if ((map_ptr = GL_EXTCALL(glMapBufferRange(bo->binding, 0, bo->size, wined3d_resource_gl_map_flags(bo, flags)))))
map_ptr += offset;
}
else
{
@ -2757,11 +2758,12 @@ static void flush_bo_ranges(struct wined3d_context_gl *context_gl, const struct
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
/* The offset passed to glFlushMappedBufferRange() is relative to the
* mapped range, but we map the whole buffer anyway. */
for (i = 0; i < range_count; ++i)
{
/* The offset passed to glFlushMappedBufferRange() is relative to
* the mapped range, so don't add data->addr in this case. */
GL_EXTCALL(glFlushMappedBufferRange(bo->binding, ranges[i].offset, ranges[i].size));
GL_EXTCALL(glFlushMappedBufferRange(bo->binding,
bo->b.buffer_offset + (uintptr_t)data->addr + ranges[i].offset, ranges[i].size));
}
}
else if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])