[PATCH 1/3] wined3d: Use wined3d_buffer_load_location() in wined3d_buffer_get_memory().
Zebediah Figura (she/her)
zfigura at codeweavers.com
Fri Jan 28 10:12:24 CST 2022
On 1/28/22 05:12, Henri Verbeet wrote:
> On Fri, 28 Jan 2022 at 12:08, Henri Verbeet <hverbeet at gmail.com> wrote:
>> On Fri, 28 Jan 2022 at 03:23, Zebediah Figura <zfigura at codeweavers.com> wrote:
>>> @@ -653,14 +653,12 @@ DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_co
>>> if (locations & WINED3D_LOCATION_DISCARDED)
>>> {
>>> locations = ((buffer->flags & WINED3D_BUFFER_USE_BO) ? WINED3D_LOCATION_BUFFER : WINED3D_LOCATION_SYSMEM);
>>> - if (!wined3d_buffer_prepare_location(buffer, context, locations))
>>> + if (!wined3d_buffer_load_location(buffer, context, locations))
>>> {
>>> data->buffer_object = 0;
>>> data->addr = NULL;
>>> return 0;
>>> }
>>> - wined3d_buffer_validate_location(buffer, locations);
>>> - wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
>>> }
>> Where would we load the contents from if the buffer has been discarded?
>
> Or well, I suppose the point of the patch is that
> wined3d_buffer_load_location() will essentially do the same thing as
> the code it replaces in this case; I guess that makes sense.
Yes. I suppose it looks odd by itself, but I started writing the case
for WINED3D_LOCATION_CLEARED here and then realized that I was
open-coding wined3d_buffer_load_location().
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