wined3d: Invalidate shader resource bindings after binding texture view.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -234,6 +234,9 @@ static void create_texture_view(struct wined3d_gl_view *view, GLenum view_target
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wined3d_gl_texture_swizzle_from_color_fixup(swizzle, view_format->color_fixup);
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gl_info->gl_ops.gl.p_glTexParameteriv(view->target, GL_TEXTURE_SWIZZLE_RGBA, swizzle);
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checkGLcall("set format swizzle");
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context_invalidate_compute_state(context, STATE_COMPUTE_SHADER_RESOURCE_BINDING);
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context_invalidate_state(context, STATE_GRAPHICS_SHADER_RESOURCE_BINDING);
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}
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context_release(context);
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