[PATCH 5/6] wined3d: Allow OpenGL indirect dispatch buffer objects to be suballocated from a larger buffer.

Zebediah Figura zfigura at codeweavers.com
Fri Nov 19 17:23:48 CST 2021


Signed-off-by: Zebediah Figura <zfigura at codeweavers.com>
---
 dlls/wined3d/context_gl.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
index 69eb13f3027..4ba5b04cad9 100644
--- a/dlls/wined3d/context_gl.c
+++ b/dlls/wined3d/context_gl.c
@@ -4342,7 +4342,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
         struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(indirect->buffer->buffer_object);
 
         GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, bo_gl->id));
-        GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
+        GL_EXTCALL(glDispatchComputeIndirect(bo_gl->b.buffer_offset + (GLintptr)indirect->offset));
         GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
         wined3d_context_gl_reference_bo(context_gl, bo_gl);
     }
-- 
2.33.0




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