wined3d: Use the bo binding in wined3d_context_gl_map_bo_address().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4629,13 +4629,7 @@ static void adapter_gl_uninit_3d(struct wined3d_device *device)
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static void *adapter_gl_map_bo_address(struct wined3d_context *context,
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const struct wined3d_bo_address *data, size_t size, uint32_t bind_flags, uint32_t map_flags)
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{
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struct wined3d_context_gl *context_gl;
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GLenum binding;
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context_gl = wined3d_context_gl(context);
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binding = wined3d_buffer_gl_binding_from_bind_flags(context_gl->gl_info, bind_flags);
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return wined3d_context_gl_map_bo_address(context_gl, data, size, binding, map_flags);
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return wined3d_context_gl_map_bo_address(wined3d_context_gl(context), data, size, map_flags);
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}
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static void adapter_gl_unmap_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
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@ -2525,7 +2525,7 @@ void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLen
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}
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void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
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const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
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const struct wined3d_bo_address *data, size_t size, uint32_t flags)
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{
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const struct wined3d_gl_info *gl_info;
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struct wined3d_bo_gl *bo;
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@ -2535,20 +2535,20 @@ void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
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return data->addr;
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gl_info = context_gl->gl_info;
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wined3d_context_gl_bind_bo(context_gl, binding, bo->id);
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wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
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if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
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{
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memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr,
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memory = GL_EXTCALL(glMapBufferRange(bo->binding, (INT_PTR)data->addr,
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size, wined3d_resource_gl_map_flags(flags)));
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}
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else
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{
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memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
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memory = GL_EXTCALL(glMapBuffer(bo->binding, wined3d_resource_gl_legacy_map_flags(flags)));
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memory += (INT_PTR)data->addr;
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}
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wined3d_context_gl_bind_bo(context_gl, binding, 0);
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wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
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checkGLcall("Map buffer object");
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return memory;
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@ -2604,8 +2604,8 @@ void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
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}
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else
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{
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src_ptr = wined3d_context_gl_map_bo_address(context_gl, src, size, src_bo->binding, WINED3D_MAP_READ);
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dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, size, dst_bo->binding, WINED3D_MAP_WRITE);
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src_ptr = wined3d_context_gl_map_bo_address(context_gl, src, size, WINED3D_MAP_READ);
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dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, size, WINED3D_MAP_WRITE);
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memcpy(dst_ptr, src_ptr, size);
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@ -2160,8 +2160,7 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
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return;
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}
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src_mem = wined3d_context_gl_map_bo_address(context_gl, &bo,
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src_slice_pitch * update_d, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
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src_mem = wined3d_context_gl_map_bo_address(context_gl, &bo, src_slice_pitch * update_d, WINED3D_MAP_READ);
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for (z = 0; z < update_d; ++z, src_mem += src_slice_pitch)
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{
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@ -2811,8 +2810,7 @@ static BOOL wined3d_texture_gl_load_texture(struct wined3d_texture_gl *texture_g
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wined3d_format_calculate_pitch(format, device->surface_alignment,
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width, height, &dst_row_pitch, &dst_slice_pitch);
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src_mem = wined3d_context_gl_map_bo_address(context_gl, &data,
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src_slice_pitch, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
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src_mem = wined3d_context_gl_map_bo_address(context_gl, &data, src_slice_pitch, WINED3D_MAP_READ);
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if (!(dst_mem = heap_alloc(dst_slice_pitch)))
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{
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ERR("Out of memory (%u).\n", dst_slice_pitch);
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@ -2200,7 +2200,7 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl,
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void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
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const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state) DECLSPEC_HIDDEN;
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void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
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const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
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const struct wined3d_bo_address *data, size_t size, uint32_t flags) DECLSPEC_HIDDEN;
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struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
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void wined3d_context_gl_release(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
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BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
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