From e2abbf9c583a203c135a5a0c79cf23b228603bd6 Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Tue, 19 Oct 2021 17:43:47 +0200 Subject: [PATCH] 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 Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/wined3d/buffer.c | 14 +++++++++----- dlls/wined3d/device.c | 2 +- 2 files changed, 10 insertions(+), 6 deletions(-) diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c index d259b64bfaf..854fa71aefe 100644 --- a/dlls/wined3d/buffer.c +++ b/dlls/wined3d/buffer.c @@ -145,12 +145,16 @@ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *bu if (!buffer_gl->b.buffer_object) return; - if (context_gl->c.transform_feedback_active && resource->bind_count - && resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT) + if (context_gl->c.transform_feedback_active && (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT) + && wined3d_context_is_graphics_state_dirty(&context_gl->c, STATE_STREAM_OUTPUT)) { - /* We have to make sure that transform feedback is not active - * when deleting a potentially bound transform feedback buffer. - * This may happen when the device is being destroyed. */ + /* It's illegal to (un)bind GL_TRANSFORM_FEEDBACK_BUFFER while transform + * feedback is active. Deleting a buffer implicitly unbinds it, so we + * need to end transform feedback here if this buffer was bound. + * + * This should only be possible if STATE_STREAM_OUTPUT is dirty; if we + * do a draw call before destroying this buffer then the draw call will + * already rebind the GL target. */ WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl); wined3d_context_gl_end_transform_feedback(context_gl); } diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 86945485e20..1c584b93fe0 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -1182,7 +1182,7 @@ void wined3d_device_uninit_3d(struct wined3d_device *device) wined3d_texture_decref(texture); } - wined3d_device_context_emit_reset_state(&device->cs->c, false); + wined3d_device_context_emit_reset_state(&device->cs->c, true); state_cleanup(state); wine_rb_clear(&device->samplers, device_free_sampler, NULL);