[PATCH 1/2] wined3d: Add sync object after query buffer issue.
Andrew Wesie
awesie at gmail.com
Sat Oct 13 16:38:24 CDT 2018
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45932
Signed-off-by: Andrew Wesie <awesie at gmail.com>
---
Notes:
Fixes regression on NVIDIA cards due to query buffer objects. Change tested on
NVIDIA proprietary driver, Intel Mesa driver, and AMD Mesa driver.
dlls/wined3d/query.c | 9 ++++++++-
1 file changed, 8 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c
index 26c32b1f13..d968b0a744 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -40,7 +40,7 @@ static BOOL wined3d_query_buffer_is_valid(struct wined3d_query *query)
static void wined3d_query_create_buffer_object(struct wined3d_context *context, struct wined3d_query *query)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
- const GLuint map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT;
+ const GLuint map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT;
GLuint buffer_object;
GL_EXTCALL(glGenBuffers(1, &buffer_object));
@@ -76,6 +76,7 @@ static void wined3d_query_destroy_buffer_object(struct wined3d_context *context,
static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, struct wined3d_query *query, GLuint id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
+ GLsync tmp_sync;
if (!gl_info->supported[ARB_QUERY_BUFFER_OBJECT] || !gl_info->supported[ARB_BUFFER_STORAGE])
return FALSE;
@@ -101,9 +102,15 @@ static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, s
/* Read the same value twice. We know we have the result if map_ptr[0] == map_ptr[1]. */
GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, (void *)0));
GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, (void *)sizeof(query->map_ptr[0])));
+ GL_EXTCALL(glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT));
GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, 0));
checkGLcall("queue query result");
+ /* NVIDIA requires a sync object. */
+ tmp_sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
+ GL_EXTCALL(glDeleteSync(tmp_sync));
+ checkGLcall("query buffer sync");
+
return TRUE;
}
--
2.17.1
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