wined3d: Use more resource access flags in wined3d_texture_use_pbo().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -32,8 +32,8 @@ WINE_DECLARE_DEBUG_CHANNEL(winediag);
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static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
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{
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return texture->resource.pool == WINED3D_POOL_DEFAULT
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&& texture->resource.access & WINED3D_RESOURCE_ACCESS_MAP
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return (texture->resource.access & (WINED3D_RESOURCE_ACCESS_CPU
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| WINED3D_RESOURCE_ACCESS_MAP)) == WINED3D_RESOURCE_ACCESS_MAP
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&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
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&& !texture->resource.format->conv_byte_count
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&& !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
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