[PATCH 3/5] wined3d: Use more resource access flags in wined3d_texture_use_pbo().
Henri Verbeet
hverbeet at codeweavers.com
Wed Jan 31 17:37:34 CST 2018
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/texture.c | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 101f9ad..f166c2a 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -32,8 +32,8 @@ WINE_DECLARE_DEBUG_CHANNEL(winediag);
static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info)
{
- return texture->resource.pool == WINED3D_POOL_DEFAULT
- && texture->resource.access & WINED3D_RESOURCE_ACCESS_MAP
+ return (texture->resource.access & (WINED3D_RESOURCE_ACCESS_CPU
+ | WINED3D_RESOURCE_ACCESS_MAP)) == WINED3D_RESOURCE_ACCESS_MAP
&& gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]
&& !texture->resource.format->conv_byte_count
&& !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED));
--
2.1.4
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