wined3d: Use the bo binding in wined3d_context_gl_unmap_bo_address().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4635,13 +4635,7 @@ static void *adapter_gl_map_bo_address(struct wined3d_context *context,
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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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uint32_t bind_flags, unsigned int range_count, const struct wined3d_range *ranges)
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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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wined3d_context_gl_unmap_bo_address(context_gl, data, binding, range_count, ranges);
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wined3d_context_gl_unmap_bo_address(wined3d_context_gl(context), data, range_count, ranges);
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}
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static void adapter_gl_copy_bo_address(struct wined3d_context *context,
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@ -2554,8 +2554,8 @@ void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
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return memory;
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}
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void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl, const struct wined3d_bo_address *data,
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GLenum binding, unsigned int range_count, const struct wined3d_range *ranges)
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void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
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const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges)
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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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@ -2565,18 +2565,19 @@ void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl,
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return;
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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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for (i = 0; i < range_count; ++i)
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{
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GL_EXTCALL(glFlushMappedBufferRange(binding, (UINT_PTR)data->addr + ranges[i].offset, ranges[i].size));
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GL_EXTCALL(glFlushMappedBufferRange(bo->binding,
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(UINT_PTR)data->addr + ranges[i].offset, ranges[i].size));
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}
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}
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GL_EXTCALL(glUnmapBuffer(binding));
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wined3d_context_gl_bind_bo(context_gl, binding, 0);
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GL_EXTCALL(glUnmapBuffer(bo->binding));
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wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
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checkGLcall("Unmap buffer object");
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}
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@ -2611,8 +2612,8 @@ void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
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range.offset = 0;
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range.size = size;
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wined3d_context_gl_unmap_bo_address(context_gl, dst, dst_bo->binding, 1, &range);
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wined3d_context_gl_unmap_bo_address(context_gl, src, src_bo->binding, 0, NULL);
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wined3d_context_gl_unmap_bo_address(context_gl, dst, 1, &range);
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wined3d_context_gl_unmap_bo_address(context_gl, src, 0, NULL);
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}
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}
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else if (!dst_bo && src_bo)
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@ -2178,7 +2178,7 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
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dst_z + z, update_w, update_h, 1, converted_mem, srgb, dst_texture, gl_info);
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}
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wined3d_context_gl_unmap_bo_address(context_gl, &bo, GL_PIXEL_UNPACK_BUFFER, 0, NULL);
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wined3d_context_gl_unmap_bo_address(context_gl, &bo, 0, NULL);
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heap_free(converted_mem);
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}
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else
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@ -2820,7 +2820,7 @@ static BOOL wined3d_texture_gl_load_texture(struct wined3d_texture_gl *texture_g
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width, height, &texture_gl->t.async.gl_color_key);
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src_row_pitch = dst_row_pitch;
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src_slice_pitch = dst_slice_pitch;
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wined3d_context_gl_unmap_bo_address(context_gl, &data, GL_PIXEL_UNPACK_BUFFER, 0, NULL);
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wined3d_context_gl_unmap_bo_address(context_gl, &data, 0, NULL);
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data.buffer_object = 0;
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data.addr = dst_mem;
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@ -2209,7 +2209,7 @@ void wined3d_context_gl_texture_update(struct wined3d_context_gl *context_gl,
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const struct wined3d_texture_gl *texture_gl) DECLSPEC_HIDDEN;
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void wined3d_context_gl_unload_tex_coords(const struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
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void wined3d_context_gl_unmap_bo_address(struct wined3d_context_gl *context_gl, const struct wined3d_bo_address *data,
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GLenum binding, unsigned int range_count, const struct wined3d_range *ranges) DECLSPEC_HIDDEN;
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unsigned int range_count, const struct wined3d_range *ranges) DECLSPEC_HIDDEN;
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void wined3d_context_gl_update_stream_sources(struct wined3d_context_gl *context_gl,
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const struct wined3d_state *state) DECLSPEC_HIDDEN;
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