[PATCH 1/2] wined3d: Unbind currently bound FBOs before dispatching compute shaders.
Henri Verbeet
hverbeet at codeweavers.com
Mon Dec 4 07:42:24 CST 2017
From: Fabian Maurer <dark.shadow4 at web.de>
Many thanks to Matias N. Goldberg and Philip Rebohle for investigating and
solving the bug!
Signed-off-by: Fabian Maurer <dark.shadow4 at web.de>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context.c | 10 ++++++++++
1 file changed, 10 insertions(+)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 8af9e4b..23f63aa 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -4013,6 +4013,16 @@ void context_apply_compute_state(struct wined3d_context *context,
context->update_unordered_access_view_bindings = 1;
}
+ /* Updates to currently bound render targets aren't necessarily coherent
+ * between the graphics and compute pipelines. Unbind any currently bound
+ * FBO here to ensure preceding updates to its attachments by the graphics
+ * pipeline are visible to the compute pipeline.
+ *
+ * Without this, the bloom effect in Nier:Automata is too bright on the
+ * Mesa radeonsi driver, and presumably on other Mesa based drivers. */
+ context_bind_fbo(context, GL_FRAMEBUFFER, 0);
+ context_invalidate_state(context, STATE_FRAMEBUFFER);
+
context->last_was_blit = FALSE;
}
--
2.1.4
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