[PATCH v2 1/2] wined3d: Add sync object after query buffer issue.
Andrew Wesie
awesie at gmail.com
Sun Oct 14 13:18:09 CDT 2018
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45932
Signed-off-by: Andrew Wesie <awesie at gmail.com>
---
Notes:
As a side effect, fixes a NVIDIA driver bug with many in-flight query buffer
objects.
dlls/wined3d/query.c | 9 +++++++++
1 file changed, 9 insertions(+)
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c
index 26c32b1f13..4239fc08b3 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -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;
@@ -104,6 +105,14 @@ static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, s
GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, 0));
checkGLcall("queue query result");
+ /* ARB_buffer_storage requires the client to call FenceSync with
+ * SYNC_GPU_COMMANDS_COMPLETE after the server does a write. This behavior
+ * is not enforced by Mesa.
+ */
+ 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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