wined3d: End transform feedback on SO buffer destruction even if the D3D buffer isn't bound.
It might still be bound in GL. 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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@ -145,12 +145,16 @@ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *bu
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if (!buffer_gl->b.buffer_object)
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return;
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if (context_gl->c.transform_feedback_active && resource->bind_count
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&& resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
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if (context_gl->c.transform_feedback_active && (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
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&& wined3d_context_is_graphics_state_dirty(&context_gl->c, STATE_STREAM_OUTPUT))
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{
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/* We have to make sure that transform feedback is not active
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* when deleting a potentially bound transform feedback buffer.
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* This may happen when the device is being destroyed. */
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/* It's illegal to (un)bind GL_TRANSFORM_FEEDBACK_BUFFER while transform
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* feedback is active. Deleting a buffer implicitly unbinds it, so we
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* need to end transform feedback here if this buffer was bound.
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*
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* This should only be possible if STATE_STREAM_OUTPUT is dirty; if we
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* do a draw call before destroying this buffer then the draw call will
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* already rebind the GL target. */
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WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl);
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wined3d_context_gl_end_transform_feedback(context_gl);
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}
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@ -1182,7 +1182,7 @@ void wined3d_device_uninit_3d(struct wined3d_device *device)
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wined3d_texture_decref(texture);
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}
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wined3d_device_context_emit_reset_state(&device->cs->c, false);
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wined3d_device_context_emit_reset_state(&device->cs->c, true);
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state_cleanup(state);
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wine_rb_clear(&device->samplers, device_free_sampler, NULL);
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