wined3d: Initialize the map binding in resource_init.
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@ -110,6 +110,7 @@ HRESULT resource_init(struct wined3d_resource *resource, struct wined3d_device *
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resource->parent = parent;
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resource->parent = parent;
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resource->parent_ops = parent_ops;
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resource->parent_ops = parent_ops;
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resource->resource_ops = resource_ops;
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resource->resource_ops = resource_ops;
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resource->map_binding = WINED3D_LOCATION_SYSMEM;
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if (size)
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if (size)
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{
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{
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@ -6006,7 +6006,6 @@ static HRESULT surface_init(struct wined3d_surface *surface, struct wined3d_text
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if (lockable || desc->format == WINED3DFMT_D16_LOCKABLE)
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if (lockable || desc->format == WINED3DFMT_D16_LOCKABLE)
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surface->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
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surface->resource.access_flags |= WINED3D_RESOURCE_ACCESS_CPU;
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surface->resource.map_binding = WINED3D_LOCATION_SYSMEM;
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surface->texture_target = target;
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surface->texture_target = target;
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surface->texture_level = level;
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surface->texture_level = level;
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surface->texture_layer = layer;
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surface->texture_layer = layer;
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@ -824,7 +824,6 @@ static HRESULT volume_init(struct wined3d_volume *volume, struct wined3d_texture
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volume->texture_level = level;
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volume->texture_level = level;
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volume->locations = WINED3D_LOCATION_DISCARDED;
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volume->locations = WINED3D_LOCATION_DISCARDED;
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volume->resource.map_binding = WINED3D_LOCATION_SYSMEM;
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if (desc->pool == WINED3D_POOL_DEFAULT && desc->usage & WINED3DUSAGE_DYNAMIC
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if (desc->pool == WINED3D_POOL_DEFAULT && desc->usage & WINED3DUSAGE_DYNAMIC
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&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
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&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
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