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>
This commit is contained in:
Henri Verbeet 2018-02-01 03:07:34 +03:30 committed by Alexandre Julliard
parent 74c97c9a56
commit bfc0f3bdf1
1 changed files with 2 additions and 2 deletions

View File

@ -32,8 +32,8 @@ WINE_DECLARE_DEBUG_CHANNEL(winediag);
static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
return texture->resource.pool == WINED3D_POOL_DEFAULT
&& texture->resource.access & WINED3D_RESOURCE_ACCESS_MAP
return (texture->resource.access & (WINED3D_RESOURCE_ACCESS_CPU
| WINED3D_RESOURCE_ACCESS_MAP)) == WINED3D_RESOURCE_ACCESS_MAP
&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
&& !texture->resource.format->conv_byte_count
&& !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));