wined3d: Invalidate STATE_CONSTANT_BUFFER(*) device state in buffer_destroy_buffer_object() when needed.
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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@ -162,6 +162,15 @@ static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, const st
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device_invalidate_state(resource->device, STATE_STREAMSRC);
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if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
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device_invalidate_state(resource->device, STATE_INDEXBUFFER);
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if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
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{
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
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}
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}
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if (buffer->query)
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