Commit 6f5b8265 authored by Andrew Wesie's avatar Andrew Wesie Committed by Alexandre Julliard

wined3d: Add sync object after query buffer issue.

parent 6954e4e2
...@@ -76,6 +76,7 @@ static void wined3d_query_destroy_buffer_object(struct wined3d_context *context, ...@@ -76,6 +76,7 @@ static void wined3d_query_destroy_buffer_object(struct wined3d_context *context,
static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, struct wined3d_query *query, GLuint id) static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, struct wined3d_query *query, GLuint id)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
GLsync tmp_sync;
if (!gl_info->supported[ARB_QUERY_BUFFER_OBJECT] || !gl_info->supported[ARB_BUFFER_STORAGE]) if (!gl_info->supported[ARB_QUERY_BUFFER_OBJECT] || !gl_info->supported[ARB_BUFFER_STORAGE])
return FALSE; return FALSE;
...@@ -104,6 +105,14 @@ static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, s ...@@ -104,6 +105,14 @@ static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, s
GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, 0)); GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, 0));
checkGLcall("queue query result"); checkGLcall("queue query result");
/* ARB_buffer_storage requires the client to call FenceSync with
* SYNC_GPU_COMMANDS_COMPLETE after the server does a write. This behavior
* is not enforced by Mesa.
*/
tmp_sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0));
GL_EXTCALL(glDeleteSync(tmp_sync));
checkGLcall("query buffer sync");
return TRUE; return TRUE;
} }
......
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