[PATCH v2 5/6] wined3d: Allow OpenGL uniform buffer objects to be suballocated from a larger buffer.
Zebediah Figura
zfigura at codeweavers.com
Thu Nov 18 21:06:20 CST 2021
From: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
dlls/wined3d/state.c | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index adbaa50a349..e0dba8701bc 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4577,6 +4577,7 @@ static void state_cb(struct wined3d_context *context, const struct wined3d_state
enum wined3d_shader_type shader_type;
struct wined3d_buffer *buffer;
unsigned int i, base, count;
+ struct wined3d_bo_gl *bo_gl;
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
@@ -4597,8 +4598,9 @@ static void state_cb(struct wined3d_context *context, const struct wined3d_state
}
buffer = buffer_state->buffer;
+ bo_gl = wined3d_bo_gl(buffer->buffer_object);
GL_EXTCALL(glBindBufferRange(GL_UNIFORM_BUFFER, base + i,
- wined3d_bo_gl(buffer->buffer_object)->id, buffer_state->offset, buffer_state->size));
+ bo_gl->id, bo_gl->buffer_offset + buffer_state->offset, buffer_state->size));
buffer->bo_user.valid = true;
}
checkGLcall("bind constant buffers");
--
2.33.0
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