Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45932 Signed-off-by: Andrew Wesie awesie@gmail.com ---
Notes: Fixes regression on NVIDIA cards due to query buffer objects. Change tested on NVIDIA proprietary driver, Intel Mesa driver, and AMD Mesa driver.
dlls/wined3d/query.c | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c index 26c32b1f13..d968b0a744 100644 --- a/dlls/wined3d/query.c +++ b/dlls/wined3d/query.c @@ -40,7 +40,7 @@ static BOOL wined3d_query_buffer_is_valid(struct wined3d_query *query) static void wined3d_query_create_buffer_object(struct wined3d_context *context, struct wined3d_query *query) { const struct wined3d_gl_info *gl_info = context->gl_info; - const GLuint map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT; + const GLuint map_flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT; GLuint buffer_object;
GL_EXTCALL(glGenBuffers(1, &buffer_object)); @@ -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) { 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]) return FALSE; @@ -101,9 +102,15 @@ static BOOL wined3d_query_buffer_queue_result(struct wined3d_context *context, s /* Read the same value twice. We know we have the result if map_ptr[0] == map_ptr[1]. */ GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, (void *)0)); GL_EXTCALL(glGetQueryObjectui64v(id, GL_QUERY_RESULT, (void *)sizeof(query->map_ptr[0]))); + GL_EXTCALL(glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT)); GL_EXTCALL(glBindBuffer(GL_QUERY_BUFFER, 0)); checkGLcall("queue query result");
+ /* NVIDIA requires a sync object. */ + tmp_sync = GL_EXTCALL(glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0)); + GL_EXTCALL(glDeleteSync(tmp_sync)); + checkGLcall("query buffer sync"); + return TRUE; }