[PATCH v2] wined3d: Do not bind buffers in state_cb() if the shader is not set.
Conor McCarthy
cmccarthy at codeweavers.com
Tue Dec 14 23:44:11 CST 2021
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=52020
Signed-off-by: Conor McCarthy <cmccarthy at codeweavers.com>
---
v2: Check for null shader instead of null for each buffer.
Supersedes 222083.
---
dlls/wined3d/state.c | 4 ++++
1 file changed, 4 insertions(+)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 865c60d18..85d52fc8b 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4579,6 +4579,10 @@ static void state_cb(struct wined3d_context *context, const struct wined3d_state
else
shader_type = WINED3D_SHADER_TYPE_COMPUTE;
+ /* If a shader has not been set, buffer objects are not initialised. */
+ if (!state->shader[shader_type])
+ return;
+
wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, shader_type, &base, &count);
for (i = 0; i < count; ++i)
{
--
2.33.0
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