wined3d: Check the alignment of mapped buffer pointers.
Windows returns 32 byte aligned pointers when locking vertex and index buffers, and some applications(Half Life 2, Alpha Prime, possibly others) rely on this. Check the alignment and fall back to double buffered buffers with HeapAlloced and aligned pointers if the alignment doesn't fit.
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@ -1186,6 +1186,21 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
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This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
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}
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LEAVE_GL();
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if (((DWORD_PTR) This->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
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{
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WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation\n",
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This->resource.allocatedMemory, RESOURCE_ALIGNMENT);
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ENTER_GL();
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GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
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checkGLcall("glUnmapBufferARB");
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LEAVE_GL();
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This->resource.allocatedMemory = NULL;
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buffer_get_sysmem(This);
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TRACE("New pointer is %p\n", This->resource.allocatedMemory);
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}
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context_release(context);
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}
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}
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