[PATCH] wined3d: Invalidate INDEXBUFFER device state when contents of bound index buffer is changed.

Henri Verbeet hverbeet at gmail.com
Mon Oct 31 07:27:17 CDT 2016


On 31 October 2016 at 12:51, Józef Kucia <joseph.kucia at gmail.com> wrote:
> On Fri, Oct 28, 2016 at 3:55 PM, Henri Verbeet <hverbeet at gmail.com> wrote:
>> On 28 October 2016 at 12:20, Józef Kucia <jkucia at codeweavers.com> wrote:
>>> +    if (buffer->resource.bind_count)
>>> +    {
>>> +        if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER)
>>> +            device_invalidate_state(buffer->resource.device, STATE_INDEXBUFFER);
>>> +    }
>> You can merge those if-conditions.
>>
>> What happens exactly that makes this required?
>
> The bound index buffer is unloaded and the game crashes on the next
> draw call because we use indexed drawing with zeroish offset and
> GL_ELEMENT_ARRAY_BUFFER_BINDING is 0.
>
I figured it was something like that, but the question is why that
happens exactly. In theory context_apply_draw_state() will load the
index buffer into a specific location based on "stream_info.all_vbo",
and context_update_stream_info() should make sure STATE_INDEXBUFFER is
invalidated if that changes between draws. Invalidating it in
buffer_unload() makes more sense, if the issue is that
glDeleteBuffers() gets called for an index buffer that's still bound.
(And we already have a similar invalidate for vertex buffers there.)
An argument could probably be made that the invalidate belongs in
delete_gl_buffer() instead of buffer_unload(), and that
STATE_STREAMSRC doesn't need to be invalidated for anything other than
vertex buffers.

> The other thing is that, in theory, when a buffer is modified in the
> current context we should should invalidate buffer bindings for this
> buffer in other contexts in order to make the contents changes visible
> in other contexts. That's the reason why I was trying to restore
> device_invalidate_state() call in wined3d_buffer_load(). This would
> fix the regression as well. The quote from GL spec:
> "If the contents of an object T are changed in a context other than the cur-
> rent context, T must be attached or re-attached to at least one
> binding point in the
> current context, or at least one attachment point of a currently bound container
> object C, in order to guarantee that the new contents of T are visible
> in the current
> context."
Yeah, but it's pretty hopeless since you'd also need to flush, and
then you get into "StrictDrawOrdering" territory. This was actually
the kind of thing (among others) that CSMT was intended to fix, but of
course people in general care more about fps than correctness.



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