[PATCH 2/8] wined3d: Honor buffer ranges for shader resource views.
Józef Kucia
joseph.kucia at gmail.com
Wed Feb 15 07:37:32 CST 2017
On Tue, Feb 14, 2017 at 8:04 PM, Matteo Bruni <matteo.mystral at gmail.com> wrote:
> 2017-02-14 13:15 GMT+01:00 Józef Kucia <jkucia at codeweavers.com>:
>>
>> context_bind_texture(context, GL_TEXTURE_BUFFER, view->name);
>> - GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, view_format->glInternal, buffer->buffer_object));
>> + if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
>> + {
>> + GL_EXTCALL(glTexBufferRange(GL_TEXTURE_BUFFER, view_format->glInternal,
>> + buffer->buffer_object, offset, size));
>> + }
>> + else
>> + {
>> + if (!offset || size != buffer->resource.size)
>> + FIXME("OpenGL implementation does not support ARB_texture_buffer_range.\n");
>> + GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, view_format->glInternal, buffer->buffer_object));
>> + }
>
> I think you want the FIXME if offset is non-zero.
I sent a fix. Thanks.
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