wined3d: Make wined3d_texture_update_map_binding() backend-independent.
Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -859,6 +859,12 @@ static void wined3d_texture_remove_buffer_object(struct wined3d_texture *texture
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wined3d_texture_invalidate_location(texture, sub_resource_idx, WINED3D_LOCATION_BUFFER);
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}
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static void wined3d_texture_unload_location(struct wined3d_texture *texture,
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struct wined3d_context *context, unsigned int location)
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{
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texture->texture_ops->texture_unload_location(texture, context, location);
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}
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static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
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{
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unsigned int sub_count = texture->level_count * texture->layer_count;
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@ -874,10 +880,11 @@ static void wined3d_texture_update_map_binding(struct wined3d_texture *texture)
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if (texture->sub_resources[i].locations == texture->resource.map_binding
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&& !wined3d_texture_load_location(texture, i, context, map_binding))
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ERR("Failed to load location %s.\n", wined3d_debug_location(map_binding));
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if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
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wined3d_texture_remove_buffer_object(texture, i, wined3d_context_gl(context));
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}
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if (texture->resource.map_binding == WINED3D_LOCATION_BUFFER)
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wined3d_texture_unload_location(texture, context, WINED3D_LOCATION_BUFFER);
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context_release(context);
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texture->resource.map_binding = map_binding;
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@ -2110,12 +2117,6 @@ BOOL wined3d_texture_prepare_location(struct wined3d_texture *texture,
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return texture->texture_ops->texture_prepare_location(texture, sub_resource_idx, context, location);
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}
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static void wined3d_texture_unload_location(struct wined3d_texture *texture,
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struct wined3d_context *context, unsigned int location)
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{
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texture->texture_ops->texture_unload_location(texture, context, location);
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}
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static struct wined3d_texture_sub_resource *wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
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unsigned int sub_resource_idx)
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{
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