wined3d: Load buffer before applying state for indirect dispatches.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -750,6 +750,9 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
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return;
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}
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if (parameters->indirect)
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wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
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context_apply_compute_state(context, device, state);
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if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
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@ -764,7 +767,6 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
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const struct wined3d_indirect_dispatch_parameters *indirect = ¶meters->u.indirect;
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struct wined3d_buffer *buffer = indirect->buffer;
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wined3d_buffer_load(buffer, context, state);
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GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
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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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