[PATCH 3/5] wined3d: Use more resource access flags in wined3d_texture_use_pbo().
Signed-off-by: Henri Verbeet <hverbeet(a)codeweavers.com> --- dlls/wined3d/texture.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c index 101f9ad..f166c2a 100644 --- a/dlls/wined3d/texture.c +++ b/dlls/wined3d/texture.c @@ -32,8 +32,8 @@ WINE_DECLARE_DEBUG_CHANNEL(winediag); static BOOL wined3d_texture_use_pbo(const struct wined3d_texture *texture, const struct wined3d_gl_info *gl_info) { - return texture->resource.pool == WINED3D_POOL_DEFAULT - && texture->resource.access & WINED3D_RESOURCE_ACCESS_MAP + return (texture->resource.access & (WINED3D_RESOURCE_ACCESS_CPU + | WINED3D_RESOURCE_ACCESS_MAP)) == WINED3D_RESOURCE_ACCESS_MAP && gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] && !texture->resource.format->conv_byte_count && !(texture->flags & (WINED3D_TEXTURE_PIN_SYSMEM | WINED3D_TEXTURE_COND_NP2_EMULATED)); -- 2.1.4
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Henri Verbeet