wined3d: Reference the indirect buffer bo in dispatch_compute().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4107,6 +4107,7 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
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GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer_gl->bo.id));
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GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer_gl->bo.id));
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GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
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GL_EXTCALL(glDispatchComputeIndirect((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, &buffer_gl->bo);
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}
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}
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else
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else
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{
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{
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