wined3d: Invalidate STATE_STREAMSRC in buffer_unload() if needed.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -538,6 +538,14 @@ static void buffer_unload(struct wined3d_resource *resource)
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buffer->stride = 0;
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buffer->conversion_stride = 0;
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buffer->flags &= ~WINED3D_BUFFER_HASDESC;
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/* The stream source state handler might have read the memory of the
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* vertex buffer already and got the memory in the vbo which is not
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* valid any longer. Dirtify the stream source to force a reload. This
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* happens only once per changed vertexbuffer and should occur rather
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* rarely. */
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if (resource->bind_count)
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device_invalidate_state(device, STATE_STREAMSRC);
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}
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resource_unload(resource);
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@ -545,18 +553,8 @@ static void buffer_unload(struct wined3d_resource *resource)
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static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
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{
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struct wined3d_device *device = buffer->resource.device;
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buffer->flags &= ~WINED3D_BUFFER_USE_BO;
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buffer_unload(&buffer->resource);
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/* The stream source state handler might have read the memory of
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* the vertex buffer already and got the memory in the vbo which
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* is not valid any longer. Dirtify the stream source to force a
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* reload. This happens only once per changed vertexbuffer and
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* should occur rather rarely. */
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if (buffer->resource.bind_count)
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device_invalidate_state(device, STATE_STREAMSRC);
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}
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static void wined3d_buffer_destroy_object(void *object)
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@ -4547,9 +4547,6 @@ void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
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resource->resource_ops->resource_unload(resource);
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}
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}
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/* Invalidate stream sources, the buffer(s) may have been evicted. */
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device_invalidate_state(device, STATE_STREAMSRC);
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}
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static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
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