wined3d: Use WINED3D_CS_QUEUE_MAP for WINED3D_CS_OP_UPDATE_SUB_RESOURCE.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2017-06-07 21:31:54 +02:00 committed by Alexandre Julliard
parent 4dcdc80ad5
commit e0e4f9bbcd
2 changed files with 5 additions and 3 deletions

View File

@ -2146,7 +2146,7 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
{
struct wined3d_cs_update_sub_resource *op;
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP);
op->opcode = WINED3D_CS_OP_UPDATE_SUB_RESOURCE;
op->resource = resource;
op->sub_resource_idx = sub_resource_idx;
@ -2157,10 +2157,10 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
wined3d_resource_acquire(resource);
cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
/* The data pointer may go away, so we need to wait until it is read.
* Copying the data may be faster if it's small. */
cs->ops->finish(cs, WINED3D_CS_QUEUE_DEFAULT);
cs->ops->finish(cs, WINED3D_CS_QUEUE_MAP);
}
static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs *cs, const void *data)

View File

@ -4216,6 +4216,8 @@ void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, str
return;
}
wined3d_resource_wait_idle(resource);
wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
}