d3d11: Use wined3d_device_context_map().
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -603,6 +603,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_Draw(ID3D11DeviceContext1
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static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_Map(ID3D11DeviceContext1 *iface, ID3D11Resource *resource,
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UINT subresource_idx, D3D11_MAP map_type, UINT map_flags, D3D11_MAPPED_SUBRESOURCE *mapped_subresource)
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{
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struct d3d11_immediate_context *context = impl_from_ID3D11DeviceContext1(iface);
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struct wined3d_resource *wined3d_resource;
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struct wined3d_map_desc map_desc;
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HRESULT hr;
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@ -616,7 +617,7 @@ static HRESULT STDMETHODCALLTYPE d3d11_immediate_context_Map(ID3D11DeviceContext
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wined3d_resource = wined3d_resource_from_d3d11_resource(resource);
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wined3d_mutex_lock();
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hr = wined3d_resource_map(wined3d_resource, subresource_idx,
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hr = wined3d_device_context_map(context->wined3d_context, wined3d_resource, subresource_idx,
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&map_desc, NULL, wined3d_map_flags_from_d3d11_map_type(map_type));
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wined3d_mutex_unlock();
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