wined3d: Always set GL_PIXEL_UNPACK_BUFFER binding before calling wined3d_texture_gl_upload_bo().
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52116 Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2532,6 +2532,9 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
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src_mem = wined3d_context_gl_map_bo_address(context_gl, &bo, src_slice_pitch * update_d, WINED3D_MAP_READ);
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GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
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checkGLcall("glBindBuffer");
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for (z = 0; z < update_d; ++z, src_mem += src_slice_pitch)
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{
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if (decompress)
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@ -2561,6 +2564,11 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
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checkGLcall("glBindBuffer");
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offset += bo.buffer_object->buffer_offset;
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}
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else
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{
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GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
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checkGLcall("glBindBuffer");
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}
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wined3d_texture_gl_upload_bo(src_format, target, level, src_row_pitch, src_slice_pitch, dst_x,
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dst_y, dst_z, update_w, update_h, update_d, offset, srgb, dst_texture, gl_info);
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