[PATCH] wined3d: Unbind the FBOs before glDispatchCompute

Henri Verbeet hverbeet at gmail.com
Fri Dec 1 11:08:51 CST 2017


On 1 December 2017 at 20:25, Fabian Maurer <dark.shadow4 at web.de> wrote:
> On Freitag, 1. Dezember 2017 13:49:59 CET Henri Verbeet wrote:
> Alright, adding
>
>> context_bind_fbo(context, GL_FRAMEBUFFER, 0);
>
>> context_invalidate_state(context, STATE_FRAMEBUFFER);
>
> in "context_apply_compute_state" makes it render properly, too.
>
> But don't we need to re-bind the old framebuffer(s) afterwards?
>
Not necessarily. The correct framebuffer needs to be bound for
subsequent draws, but that may very well be a different framebuffer
than the one currently bound. Invalidating STATE_FRAMEBUFFER ensures
that context_apply_draw_state() will bind the correct framebuffer even
if the bound render targets didn't change since the previous draw.



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