[PATCH 2/4] wined3d: Use wined3d_texture_bind_and_dirtify() in device_update_volume().

Henri Verbeet hverbeet at codeweavers.com
Thu Apr 16 04:26:34 CDT 2015


I missed this in 7c4d512fee752876b4ce95f1f97308f6a291b010. Generally speaking,
the only places where plain wined3d_texture_bind() calls are appropriate are
places where you're binding the texture to a specific stage for a subsequent
draw. I.e., places where context_active_texture() is called first.
---
 dlls/wined3d/device.c |    2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 20a0e23..5f44a1a 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3511,7 +3511,7 @@ static HRESULT device_update_volume(struct wined3d_device *device,
 
     /* Only a prepare, since we're uploading the entire volume. */
     wined3d_texture_prepare_texture(dst_volume->container, context, FALSE);
-    wined3d_texture_bind(dst_volume->container, context, FALSE);
+    wined3d_texture_bind_and_dirtify(dst_volume->container, context, FALSE);
 
     data.buffer_object = 0;
     data.addr = src.data;
-- 
1.7.10.4




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