wined3d: Acquire stream output buffers for draw calls.
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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@ -634,6 +634,11 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
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if (state->streams[i].buffer)
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wined3d_resource_release(&state->streams[i].buffer->resource);
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}
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for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
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{
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if (state->stream_output[i].buffer)
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wined3d_resource_release(&state->stream_output[i].buffer->resource);
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}
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for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
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{
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if (state->textures[i])
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@ -675,6 +680,11 @@ void wined3d_cs_emit_draw(struct wined3d_cs *cs, GLenum primitive_type, int base
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if (state->streams[i].buffer)
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wined3d_resource_acquire(&state->streams[i].buffer->resource);
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}
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for (i = 0; i < ARRAY_SIZE(state->stream_output); ++i)
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{
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if (state->stream_output[i].buffer)
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wined3d_resource_acquire(&state->stream_output[i].buffer->resource);
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}
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for (i = 0; i < ARRAY_SIZE(state->textures); ++i)
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{
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if (state->textures[i])
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