diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index bee66505be1..82873c60435 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3345,7 +3345,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF( #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size) static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) { - char *dest_ptr, *dest_conv = NULL; + char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL; unsigned int i; DWORD DestFVF = dest->fvf; WINED3DVIEWPORT vp; @@ -3396,12 +3396,12 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo } if(dest->vbo) { - GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo)); - dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB)); - if(!dest_conv) { - ERR("glMapBuffer failed\n"); + dest_conv_addr = HeapAlloc(GetProcessHeap(), 0, dwCount * get_flexible_vertex_size(DestFVF)); + if(!dest_conv_addr) { + ERR("Out of memory\n"); /* Continue without storing converted vertices */ } + dest_conv = dest_conv_addr; } /* Should I clip? @@ -3425,9 +3425,6 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo } } else doClip = FALSE; dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF); - if(dest_conv) { - dest_conv = ((char *) dest_conv) + dwDestIndex * get_flexible_vertex_size(DestFVF); - } IWineD3DDevice_GetTransform( (IWineD3DDevice *) This, WINED3DTS_VIEW, @@ -3680,8 +3677,13 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo } if(dest_conv) { - GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)); - checkGLcall("glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)"); + GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo)); + checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)"); + GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF), + dwCount * get_flexible_vertex_size(DestFVF), + dest_conv_addr)); + checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)"); + HeapFree(GetProcessHeap(), 0, dest_conv_addr); } LEAVE_GL();