wined3d: Invalidate STATE_CONSTANT_BUFFER(*) device state in buffer_destroy_buffer_object() when needed.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Józef Kucia 2016-11-02 10:55:36 +01:00 committed by Alexandre Julliard
parent 01b8bea329
commit de19ba7c23
1 changed files with 9 additions and 0 deletions

View File

@ -162,6 +162,15 @@ static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, const st
device_invalidate_state(resource->device, STATE_STREAMSRC);
if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
device_invalidate_state(resource->device, STATE_INDEXBUFFER);
if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
{
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
}
}
if (buffer->query)