[PATCH 1/5] wined3d: Use the bo binding in wined3d_context_gl_map_bo_address().
Henri Verbeet
hverbeet at codeweavers.com
Wed Apr 22 08:12:42 CDT 2020
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/adapter_gl.c | 8 +-------
dlls/wined3d/context_gl.c | 14 +++++++-------
dlls/wined3d/texture.c | 6 ++----
dlls/wined3d/wined3d_private.h | 2 +-
4 files changed, 11 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/adapter_gl.c b/dlls/wined3d/adapter_gl.c
index ec8a2cadd23..f2cbb068605 100644
--- a/dlls/wined3d/adapter_gl.c
+++ b/dlls/wined3d/adapter_gl.c
@@ -4629,13 +4629,7 @@ static void adapter_gl_uninit_3d(struct wined3d_device *device)
static void *adapter_gl_map_bo_address(struct wined3d_context *context,
const struct wined3d_bo_address *data, size_t size, uint32_t bind_flags, uint32_t map_flags)
{
- struct wined3d_context_gl *context_gl;
- GLenum binding;
-
- context_gl = wined3d_context_gl(context);
- binding = wined3d_buffer_gl_binding_from_bind_flags(context_gl->gl_info, bind_flags);
-
- return wined3d_context_gl_map_bo_address(context_gl, data, size, binding, map_flags);
+ return wined3d_context_gl_map_bo_address(wined3d_context_gl(context), data, size, map_flags);
}
static void adapter_gl_unmap_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
index 4e0af7474c1..2bb11c30680 100644
--- a/dlls/wined3d/context_gl.c
+++ b/dlls/wined3d/context_gl.c
@@ -2525,7 +2525,7 @@ void wined3d_context_gl_bind_texture(struct wined3d_context_gl *context_gl, GLen
}
void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
- const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags)
+ const struct wined3d_bo_address *data, size_t size, uint32_t flags)
{
const struct wined3d_gl_info *gl_info;
struct wined3d_bo_gl *bo;
@@ -2535,20 +2535,20 @@ void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
return data->addr;
gl_info = context_gl->gl_info;
- wined3d_context_gl_bind_bo(context_gl, binding, bo->id);
+ wined3d_context_gl_bind_bo(context_gl, bo->binding, bo->id);
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
- memory = GL_EXTCALL(glMapBufferRange(binding, (INT_PTR)data->addr,
+ memory = GL_EXTCALL(glMapBufferRange(bo->binding, (INT_PTR)data->addr,
size, wined3d_resource_gl_map_flags(flags)));
}
else
{
- memory = GL_EXTCALL(glMapBuffer(binding, wined3d_resource_gl_legacy_map_flags(flags)));
+ memory = GL_EXTCALL(glMapBuffer(bo->binding, wined3d_resource_gl_legacy_map_flags(flags)));
memory += (INT_PTR)data->addr;
}
- wined3d_context_gl_bind_bo(context_gl, binding, 0);
+ wined3d_context_gl_bind_bo(context_gl, bo->binding, 0);
checkGLcall("Map buffer object");
return memory;
@@ -2604,8 +2604,8 @@ void wined3d_context_gl_copy_bo_address(struct wined3d_context_gl *context_gl,
}
else
{
- src_ptr = wined3d_context_gl_map_bo_address(context_gl, src, size, src_bo->binding, WINED3D_MAP_READ);
- dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, size, dst_bo->binding, WINED3D_MAP_WRITE);
+ src_ptr = wined3d_context_gl_map_bo_address(context_gl, src, size, WINED3D_MAP_READ);
+ dst_ptr = wined3d_context_gl_map_bo_address(context_gl, dst, size, WINED3D_MAP_WRITE);
memcpy(dst_ptr, src_ptr, size);
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index d075ccc9cd2..e549a413099 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -2160,8 +2160,7 @@ static void wined3d_texture_gl_upload_data(struct wined3d_context *context,
return;
}
- src_mem = wined3d_context_gl_map_bo_address(context_gl, &bo,
- src_slice_pitch * update_d, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
+ src_mem = wined3d_context_gl_map_bo_address(context_gl, &bo, src_slice_pitch * update_d, WINED3D_MAP_READ);
for (z = 0; z < update_d; ++z, src_mem += src_slice_pitch)
{
@@ -2811,8 +2810,7 @@ static BOOL wined3d_texture_gl_load_texture(struct wined3d_texture_gl *texture_g
wined3d_format_calculate_pitch(format, device->surface_alignment,
width, height, &dst_row_pitch, &dst_slice_pitch);
- src_mem = wined3d_context_gl_map_bo_address(context_gl, &data,
- src_slice_pitch, GL_PIXEL_UNPACK_BUFFER, WINED3D_MAP_READ);
+ src_mem = wined3d_context_gl_map_bo_address(context_gl, &data, src_slice_pitch, WINED3D_MAP_READ);
if (!(dst_mem = heap_alloc(dst_slice_pitch)))
{
ERR("Out of memory (%u).\n", dst_slice_pitch);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 5f0b1eee7f2..f835432b685 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2200,7 +2200,7 @@ HRESULT wined3d_context_gl_init(struct wined3d_context_gl *context_gl,
void wined3d_context_gl_load_tex_coords(const struct wined3d_context_gl *context_gl,
const struct wined3d_stream_info *si, GLuint *current_bo, const struct wined3d_state *state) DECLSPEC_HIDDEN;
void *wined3d_context_gl_map_bo_address(struct wined3d_context_gl *context_gl,
- const struct wined3d_bo_address *data, size_t size, GLenum binding, DWORD flags) DECLSPEC_HIDDEN;
+ const struct wined3d_bo_address *data, size_t size, uint32_t flags) DECLSPEC_HIDDEN;
struct wined3d_context_gl *wined3d_context_gl_reacquire(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
void wined3d_context_gl_release(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
BOOL wined3d_context_gl_set_current(struct wined3d_context_gl *context_gl) DECLSPEC_HIDDEN;
--
2.20.1
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