[PATCH 4/4] wined3d: Load buffer before applying state for indirect dispatches.

Józef Kucia jkucia at codeweavers.com
Tue Jan 9 08:10:07 CST 2018


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/drawprim.c | 4 +++-
 1 file changed, 3 insertions(+), 1 deletion(-)

diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 17ce16adc31f..7eccc8f7d621 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -750,6 +750,9 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
         return;
     }
 
+    if (parameters->indirect)
+        wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
+
     context_apply_compute_state(context, device, state);
 
     if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
@@ -764,7 +767,6 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
         const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
         struct wined3d_buffer *buffer = indirect->buffer;
 
-        wined3d_buffer_load(buffer, context, state);
         GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
         GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
         GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
-- 
2.13.6




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