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