wined3d: Add sync object after query buffer issue.

Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45932
Signed-off-by: Andrew Wesie <awesie@gmail.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Andrew Wesie 2018-10-14 13:18:09 -05:00 committed by Alexandre Julliard
parent 6954e4e269
commit 6f5b8265ab
1 changed files with 9 additions and 0 deletions

View File

@ -76,6 +76,7 @@ static void wined3d_query_destroy_buffer_object(struct wined3d_context *context,
static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, struct wined3d_query *query, GLuint id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
GLsync tmp_sync;
if (!gl_info->supported[ARB_QUERY_BUFFER_OBJECT] || !gl_info->supported[ARB_BUFFER_STORAGE])
return FALSE;
@ -104,6 +105,14 @@ static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, s
GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, 0));
checkGLcall("queue query result");
/* ARB_buffer_storage requires the client to call FenceSync with
* SYNC_GPU_COMMANDS_COMPLETE after the server does a write. This behavior
* is not enforced by Mesa.
*/
tmp_sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
GL_EXTCALL(glDeleteSync(tmp_sync));
checkGLcall("query buffer sync");
return TRUE;
}