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

Józef Kucia joseph.kucia at gmail.com
Mon Oct 31 07:49:31 CDT 2016


On Mon, Oct 31, 2016 at 1:27 PM, Henri Verbeet <hverbeet at gmail.com> wrote:
> 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.

Insane 2 uses a single index buffer for all draw calls when rendering
game menus. This index buffer is still bound when it's unloaded.
glDeleteBuffers() unbinds the deleted buffer object in the current
context. After the buffer is unloaded the application still uses this
deleted buffer object in other threads, but when it tries to render
again in the thread in which the buffer object was deleted the crash
occurs.



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