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d3d12: Always respect offsets when mapping a bo, not just when there's a range
Reviewed-by: Sil Vilerino <sivileri@microsoft.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14933>
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1 changed files with 2 additions and 7 deletions
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@ -170,9 +170,7 @@ d3d12_bo_map(struct d3d12_bo *bo, D3D12_RANGE *range)
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base_bo = d3d12_bo_get_base(bo, &offset);
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if (!range || offset == 0) {
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/* Nothing to do */
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} else if (range->Begin >= range->End) {
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if (!range || range->Begin >= range->End) {
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offset_range.Begin = offset;
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offset_range.End = offset + d3d12_bo_get_size(bo);
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range = &offset_range;
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@ -197,10 +195,7 @@ d3d12_bo_unmap(struct d3d12_bo *bo, D3D12_RANGE *range)
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base_bo = d3d12_bo_get_base(bo, &offset);
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if (!range || bo == base_bo)
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{
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/* Nothing to do */
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} else if (range->Begin >= range->End) {
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if (!range || range->Begin >= range->End) {
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offset_range.Begin = offset;
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offset_range.End = offset + d3d12_bo_get_size(bo);
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range = &offset_range;
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