[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 = ¶meters->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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