wined3d: Allow OpenGL indirect dispatch buffer objects to be suballocated from a larger buffer.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4342,7 +4342,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
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struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(indirect->buffer->buffer_object);
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struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(indirect->buffer->buffer_object);
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GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, bo_gl->id));
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GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, bo_gl->id));
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GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
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GL_EXTCALL(glDispatchComputeIndirect(bo_gl->b.buffer_offset + (GLintptr)indirect->offset));
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GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
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GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
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wined3d_context_gl_reference_bo(context_gl, bo_gl);
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wined3d_context_gl_reference_bo(context_gl, bo_gl);
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}
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}
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