Commit ca112780 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Load buffer before applying state for indirect dispatches.

parent 6280926e
...@@ -750,6 +750,9 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state ...@@ -750,6 +750,9 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
return; return;
} }
if (parameters->indirect)
wined3d_buffer_load(parameters->u.indirect.buffer, context, state);
context_apply_compute_state(context, device, state); context_apply_compute_state(context, device, state);
if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE]) if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE])
...@@ -764,7 +767,6 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state ...@@ -764,7 +767,6 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect; const struct wined3d_indirect_dispatch_parameters *indirect = &parameters->u.indirect;
struct wined3d_buffer *buffer = indirect->buffer; struct wined3d_buffer *buffer = indirect->buffer;
wined3d_buffer_load(buffer, context, state);
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object)); GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, buffer->buffer_object));
GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset)); GL_EXTCALL(glDispatchComputeIndirect((GLintptr)indirect->offset));
GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0)); GL_EXTCALL(glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0));
......
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