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wined3d: Flush after surface updates.
author
Henri Verbeet
<hverbeet@codeweavers.com>
Wed, 14 Sep 2011 18:17:30 +0000
(20:17 +0200)
committer
Alexandre Julliard
<julliard@winehq.org>
Thu, 15 Sep 2011 13:41:40 +0000
(15:41 +0200)
This is similar to
5d1d07abcf3deab4397a0008ae8c44493a721c6a
. We need to flush
to ensure resource updates are visible in other contexts, since otherwise GL
doesn't make any ordering guarantees between contexts.
dlls/wined3d/surface.c
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diff --git
a/dlls/wined3d/surface.c
b/dlls/wined3d/surface.c
index 9116f5f0d2cadf409db9da0eefa5e710bd2a833e..22f194ae8f4585288e8a1ea94035b7e68fb02ea3 100644
(file)
--- a/
dlls/wined3d/surface.c
+++ b/
dlls/wined3d/surface.c
@@
-2436,6
+2436,9
@@
void surface_upload_data(const struct wined3d_surface *surface, const struct win
LEAVE_GL();
+ if (wined3d_settings.strict_draw_ordering)
+ wglFlush();
+
if (gl_info->quirks & WINED3D_QUIRK_FBO_TEX_UPDATE)
{
struct wined3d_device *device = surface->resource.device;