wined3d: Fix compilation (VBO constants).
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bce44161f1
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f460b38612
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@ -5012,7 +5012,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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void *src;
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
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checkGLcall("glBindBufferARB");
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src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY));
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src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
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if(src) {
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memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
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}
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@ -5030,7 +5030,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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if(dest->vbo) {
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
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dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY));
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dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB));
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if(!dest_conv) {
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ERR("glMapBuffer failed\n");
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/* Continue without storing converted vertices */
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@ -5349,7 +5349,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo));
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checkGLcall("glBindBufferARB");
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src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY));
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src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
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if(src) {
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memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size);
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}
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@ -142,9 +142,9 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
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/* Using shaders? No conversion needed, the shaders handle this */
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TRACE("Using vertex shaders, not doing any vertex conversion\n");
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER, 0, This->resource.size, This->resource.allocatedMemory));
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
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checkGLcall("glUnmapBuffer glBufferSubDataARB");
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LEAVE_GL();
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HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
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@ -299,9 +299,9 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
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}
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER, start, end - start, data));
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
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checkGLcall("glBufferSubDataARB");
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LEAVE_GL();
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@ -346,21 +346,21 @@ static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface
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data = This->resource.allocatedMemory;
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This->Flags |= VBFLAG_DIRTY;
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} else {
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GLenum mode = GL_READ_WRITE;
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GLenum mode = GL_READ_WRITE_ARB;
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/* Return data to the VBO */
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TRACE("Locking directly into the buffer\n");
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if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & D3DLOCK_DISCARD) ) {
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mode = GL_WRITE_ONLY;
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mode = GL_WRITE_ONLY_ARB;
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} else if( Flags & (D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE) ) {
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mode = GL_READ_ONLY;
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mode = GL_READ_ONLY_ARB;
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}
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER, mode));
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data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, mode));
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LEAVE_GL();
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if(!data) {
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ERR("glMapBuffer failed\n");
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@ -378,9 +378,9 @@ HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
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TRACE("(%p)\n", This);
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if(!This->resource.allocatedMemory) {
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER));
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GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
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checkGLcall("glUnmapBufferARB");
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LEAVE_GL();
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} else {
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