[PATCH 4/4] wined3d: Use WINED3D_CS_QUEUE_MAP for WINED3D_CS_OP_UPDATE_SUB_RESOURCE.
Henri Verbeet
hverbeet at codeweavers.com
Wed Jun 7 14:31:54 CDT 2017
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/cs.c | 6 +++---
dlls/wined3d/device.c | 2 ++
2 files changed, 5 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 1e1d69e..c7df670 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -2146,7 +2146,7 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
{
struct wined3d_cs_update_sub_resource *op;
- op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT);
+ op = cs->ops->require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_MAP);
op->opcode = WINED3D_CS_OP_UPDATE_SUB_RESOURCE;
op->resource = resource;
op->sub_resource_idx = sub_resource_idx;
@@ -2157,10 +2157,10 @@ void wined3d_cs_emit_update_sub_resource(struct wined3d_cs *cs, struct wined3d_r
wined3d_resource_acquire(resource);
- cs->ops->submit(cs, WINED3D_CS_QUEUE_DEFAULT);
+ cs->ops->submit(cs, WINED3D_CS_QUEUE_MAP);
/* The data pointer may go away, so we need to wait until it is read.
* Copying the data may be faster if it's small. */
- cs->ops->finish(cs, WINED3D_CS_QUEUE_DEFAULT);
+ cs->ops->finish(cs, WINED3D_CS_QUEUE_MAP);
}
static void wined3d_cs_exec_add_dirty_texture_region(struct wined3d_cs *cs, const void *data)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index e07d07c..ded4af6 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -4216,6 +4216,8 @@ void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, str
return;
}
+ wined3d_resource_wait_idle(resource);
+
wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
}
--
2.1.4
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