Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/wined3d/context_gl.c | 7 ------- dlls/wined3d/cs.c | 5 ++++- 2 files changed, 4 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index c21ecfd5c32..b168e6026a6 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -3901,13 +3901,6 @@ void dispatch_compute(struct wined3d_device *device, const struct wined3d_state
wined3d_context_gl_apply_compute_state(context_gl, device, state);
- if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE]) - { - context_release(&context_gl->c); - WARN("No compute shader bound, skipping dispatch.\n"); - return; - } - if (parameters->indirect) { const struct wined3d_indirect_dispatch_parameters *indirect = ¶meters->u.indirect; diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 85e696d4d19..c704daaf57e 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -785,7 +785,10 @@ static void wined3d_cs_exec_dispatch(struct wined3d_cs *cs, const void *data) const struct wined3d_cs_dispatch *op = data; struct wined3d_state *state = &cs->state;
- cs->device->adapter->adapter_ops->adapter_dispatch_compute(cs->device, state, &op->parameters); + if (!state->shader[WINED3D_SHADER_TYPE_COMPUTE]) + WARN("No compute shader bound, skipping dispatch.\n"); + else + cs->device->adapter->adapter_ops->adapter_dispatch_compute(cs->device, state, &op->parameters);
if (op->parameters.indirect) wined3d_resource_release(&op->parameters.u.indirect.buffer->resource);