return resource_get_priority((IWineD3DResource *)iface);
}
+/* The caller provides a GL context */
+static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
+{
+ BYTE *map;
+ UINT start = 0, len = 0;
+
+ ENTER_GL();
+ GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
+ checkGLcall("glBindBufferARB");
+ if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
+ {
+ GLbitfield mapflags;
+ mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
+ map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
+ This->resource.size, mapflags));
+ checkGLcall("glMapBufferRange");
+ }
+ else
+ {
+ map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
+ checkGLcall("glMapBufferARB");
+ }
+ if (!map)
+ {
+ LEAVE_GL();
+ ERR("Failed to map opengl buffer\n");
+ return;
+ }
+
+ while(This->modified_areas)
+ {
+ This->modified_areas--;
+ start = This->maps[This->modified_areas].offset;
+ len = This->maps[This->modified_areas].size;
+
+ memcpy(map + start, This->resource.allocatedMemory + start, len);
+
+ if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
+ {
+ GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
+ checkGLcall("glFlushMappedBufferRange");
+ }
+ else if (This->flags & WINED3D_BUFFER_FLUSH)
+ {
+ GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
+ checkGLcall("glFlushMappedBufferRangeAPPLE");
+ }
+ }
+ GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
+ checkGLcall("glUnmapBufferARB");
+ LEAVE_GL();
+}
+
static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
return;
}
- ENTER_GL();
- GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
- checkGLcall("glBindBufferARB");
- while(This->modified_areas)
- {
- This->modified_areas--;
- start = This->maps[This->modified_areas].offset;
- len = This->maps[This->modified_areas].size;
- GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, This->resource.allocatedMemory + start));
- checkGLcall("glBufferSubDataARB");
- }
- LEAVE_GL();
+ buffer_direct_upload(This, context->gl_info);
context_release(context);
return;