From: Henri Verbeet Subject: [PATCH 2/4] wined3d: Use wined3d_texture_bind_and_dirtify() in device_update_volume(). Message-Id: <1429176396-8152-2-git-send-email-hverbeet@codeweavers.com> Date: Thu, 16 Apr 2015 11:26:34 +0200 I missed this in 7c4d512fee752876b4ce95f1f97308f6a291b010. Generally speaking, the only places where plain wined3d_texture_bind() calls are appropriate are places where you're binding the texture to a specific stage for a subsequent draw. I.e., places where context_active_texture() is called first. --- dlls/wined3d/device.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 20a0e23..5f44a1a 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3511,7 +3511,7 @@ static HRESULT device_update_volume(struct wined3d_device *device, /* Only a prepare, since we're uploading the entire volume. */ wined3d_texture_prepare_texture(dst_volume->container, context, FALSE); - wined3d_texture_bind(dst_volume->container, context, FALSE); + wined3d_texture_bind_and_dirtify(dst_volume->container, context, FALSE); data.buffer_object = 0; data.addr = src.data; -- 1.7.10.4