wined3d: Activate a thread before mapping a buffer.
This fixes a regression in EverQuest 2.
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3dc55010ea
commit
926fe798c5
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@ -951,12 +951,18 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
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{
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if(count == 1)
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{
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
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{
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
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}
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
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LEAVE_GL();
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}
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}
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else
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@ -987,12 +993,19 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
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if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
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{
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
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{
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
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}
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
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LEAVE_GL();
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This->resource.allocatedMemory = NULL;
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}
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else if (This->flags & WINED3D_BUFFER_HASDESC)
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