Commit 0d451060 authored by Fabian Maurer's avatar Fabian Maurer Committed by Alexandre Julliard

wined3d: Unbind currently bound FBOs before dispatching compute shaders.

Many thanks to Matias N. Goldberg and Philip Rebohle for investigating and solving the bug! Signed-off-by: 's avatarFabian Maurer <dark.shadow4@web.de> Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent 058be430
......@@ -4013,6 +4013,16 @@ void context_apply_compute_state(struct wined3d_context *context,
context->update_unordered_access_view_bindings = 1;
}
/* Updates to currently bound render targets aren't necessarily coherent
* between the graphics and compute pipelines. Unbind any currently bound
* FBO here to ensure preceding updates to its attachments by the graphics
* pipeline are visible to the compute pipeline.
*
* Without this, the bloom effect in Nier:Automata is too bright on the
* Mesa radeonsi driver, and presumably on other Mesa based drivers. */
context_bind_fbo(context, GL_FRAMEBUFFER, 0);
context_invalidate_state(context, STATE_FRAMEBUFFER);
context->last_was_blit = FALSE;
}
......
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