wined3d: Use wined3d_texture_load_location() in swapchain_gl_frontbuffer_updated().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -637,12 +637,11 @@ static void swapchain_gl_present(struct wined3d_swapchain *swapchain,
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static void swapchain_gl_frontbuffer_updated(struct wined3d_swapchain *swapchain)
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static void swapchain_gl_frontbuffer_updated(struct wined3d_swapchain *swapchain)
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{
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{
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struct wined3d_surface *surface;
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struct wined3d_texture *front_buffer = swapchain->front_buffer;
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struct wined3d_context *context;
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struct wined3d_context *context;
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surface = swapchain->front_buffer->sub_resources[0].u.surface;
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context = context_acquire(swapchain->device, front_buffer->sub_resources[0].u.surface);
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context = context_acquire(swapchain->device, surface);
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wined3d_texture_load_location(front_buffer, 0, context, front_buffer->resource.draw_binding);
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surface_load_location(surface, context, surface->container->resource.draw_binding);
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context_release(context);
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context_release(context);
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SetRectEmpty(&swapchain->front_buffer_update);
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SetRectEmpty(&swapchain->front_buffer_update);
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}
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}
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