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>
This commit is contained in:
Matteo Bruni 2021-10-19 17:43:47 +02:00 committed by Alexandre Julliard
parent 04f78cb5d0
commit e2abbf9c58
2 changed files with 10 additions and 6 deletions

View File

@ -145,12 +145,16 @@ static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *bu
if (!buffer_gl->b.buffer_object) if (!buffer_gl->b.buffer_object)
return; return;
if (context_gl->c.transform_feedback_active && resource->bind_count if (context_gl->c.transform_feedback_active && (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
&& 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 /* It's illegal to (un)bind GL_TRANSFORM_FEEDBACK_BUFFER while transform
* when deleting a potentially bound transform feedback buffer. * feedback is active. Deleting a buffer implicitly unbinds it, so we
* This may happen when the device is being destroyed. */ * 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); WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl);
wined3d_context_gl_end_transform_feedback(context_gl); wined3d_context_gl_end_transform_feedback(context_gl);
} }

View File

@ -1182,7 +1182,7 @@ void wined3d_device_uninit_3d(struct wined3d_device *device)
wined3d_texture_decref(texture); 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); state_cleanup(state);
wine_rb_clear(&device->samplers, device_free_sampler, NULL); wine_rb_clear(&device->samplers, device_free_sampler, NULL);