wined3d: Unbind currently bound FBOs before dispatching compute shaders.

Many thanks to Matias N. Goldberg and Philip Rebohle for investigating and
solving the bug!

Signed-off-by: Fabian Maurer <dark.shadow4@web.de>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Fabian Maurer 2017-12-04 17:12:24 +03:30 committed by Alexandre Julliard
parent 058be4304e
commit 0d45106054
1 changed files with 10 additions and 0 deletions

View File

@ -4013,6 +4013,16 @@ void context_apply_compute_state(struct wined3d_context *context,
context->update_unordered_access_view_bindings = 1; context->update_unordered_access_view_bindings = 1;
} }
/* Updates to currently bound render targets aren't necessarily coherent
* between the graphics and compute pipelines. Unbind any currently bound
* FBO here to ensure preceding updates to its attachments by the graphics
* pipeline are visible to the compute pipeline.
*
* Without this, the bloom effect in Nier:Automata is too bright on the
* Mesa radeonsi driver, and presumably on other Mesa based drivers. */
context_bind_fbo(context, GL_FRAMEBUFFER, 0);
context_invalidate_state(context, STATE_FRAMEBUFFER);
context->last_was_blit = FALSE; context->last_was_blit = FALSE;
} }