[PATCH 2/4] wined3d: buffer_get_sysmem() potentially invalidates the current element array buffer binding.

Henri Verbeet hverbeet at codeweavers.com
Tue Nov 16 05:09:29 CST 2010


This fixes a regression introduced by commit
2a7a2371709233bc87071bbab43e87955cb122ca.
---
 dlls/wined3d/buffer.c |    6 ++++++
 1 files changed, 6 insertions(+), 0 deletions(-)

diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 2306d1f..7400fd8 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -678,6 +678,12 @@ BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_inf
 
     This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
     This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
+
+    if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
+    {
+        IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
+    }
+
     ENTER_GL();
     GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
     GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
-- 
1.7.2.2




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