On Thu, 2 Sept 2021 at 15:14, Jan Sikorski jsikorski@codeweavers.com wrote:
@@ -2582,6 +2582,10 @@ static void wined3d_cs_exec_blt_sub_resource(struct wined3d_cs *cs, const void *
context = context_acquire(cs->c.device, NULL, 0);
if (src_texture->resource.map_binding != WINED3D_LOCATION_BUFFER
&& wined3d_texture_can_use_pbo(src_texture, &context->device->adapter->gl_info))
wined3d_texture_set_map_binding(src_texture, WINED3D_LOCATION_BUFFER);
Does it really make sense to change the map binding here? Presumably it would already have been set to BUFFER during texture creation for the cases where that makes sense. For the other cases, we should still be able to wined3d_texture_load_location(..., BUFFER) without changing the map binding, provided that location is supported.