Module: wine Branch: refs/heads/master Commit: f460b3861216cd123e2ee6eb53b441e46943cd6a URL: http://source.winehq.org/git/?p=wine.git;a=commit;h=f460b3861216cd123e2ee6eb...
Author: H. Verbeet hverbeet@gmail.com Date: Tue Jun 27 00:32:25 2006 +0200
wined3d: Fix compilation (VBO constants).
---
dlls/wined3d/device.c | 6 +++--- dlls/wined3d/vertexbuffer.c | 22 +++++++++++----------- 2 files changed, 14 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 755cb19..9e0f00f 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -5012,7 +5012,7 @@ process_vertices_strided(IWineD3DDeviceI void *src; GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo)); checkGLcall("glBindBufferARB"); - src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY)); + src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB)); if(src) { memcpy(dest->resource.allocatedMemory, src, dest->resource.size); } @@ -5030,7 +5030,7 @@ process_vertices_strided(IWineD3DDeviceI
if(dest->vbo) { GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo)); - dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY)); + dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB)); if(!dest_conv) { ERR("glMapBuffer failed\n"); /* Continue without storing converted vertices */ @@ -5349,7 +5349,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo)); checkGLcall("glBindBufferARB");
- src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY)); + src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB)); if(src) { memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size); } diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c index 1d8c0cf..c669a6b 100644 --- a/dlls/wined3d/vertexbuffer.c +++ b/dlls/wined3d/vertexbuffer.c @@ -142,9 +142,9 @@ static void WINAPI IWineD3DVertexBuf /* Using shaders? No conversion needed, the shaders handle this */ TRACE("Using vertex shaders, not doing any vertex conversion\n"); ENTER_GL(); - GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo)); + GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); checkGLcall("glBindBufferARB"); - GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER, 0, This->resource.size, This->resource.allocatedMemory)); + GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory)); checkGLcall("glUnmapBuffer glBufferSubDataARB"); LEAVE_GL(); HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory); @@ -299,9 +299,9 @@ static void WINAPI IWineD3DVertexBuf }
ENTER_GL(); - GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo)); + GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); checkGLcall("glBindBufferARB"); - GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER, start, end - start, data)); + GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data)); checkGLcall("glBufferSubDataARB"); LEAVE_GL();
@@ -346,21 +346,21 @@ static HRESULT WINAPI IWineD3DVertexBuf data = This->resource.allocatedMemory; This->Flags |= VBFLAG_DIRTY; } else { - GLenum mode = GL_READ_WRITE; + GLenum mode = GL_READ_WRITE_ARB; /* Return data to the VBO */
TRACE("Locking directly into the buffer\n");
if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & D3DLOCK_DISCARD) ) { - mode = GL_WRITE_ONLY; + mode = GL_WRITE_ONLY_ARB; } else if( Flags & (D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE) ) { - mode = GL_READ_ONLY; + mode = GL_READ_ONLY_ARB; }
ENTER_GL(); - GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo)); + GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); checkGLcall("glBindBufferARB"); - data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER, mode)); + data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, mode)); LEAVE_GL(); if(!data) { ERR("glMapBuffer failed\n"); @@ -378,9 +378,9 @@ HRESULT WINAPI IWineD3DVertexBufferImpl TRACE("(%p)\n", This); if(!This->resource.allocatedMemory) { ENTER_GL(); - GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo)); + GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); checkGLcall("glBindBufferARB"); - GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER)); + GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)); checkGLcall("glUnmapBufferARB"); LEAVE_GL(); } else {