return &ctx->CopyReadBuffer;
case GL_COPY_WRITE_BUFFER:
return &ctx->CopyWriteBuffer;
+ case GL_QUERY_BUFFER:
+ if (_mesa_has_ARB_query_buffer_object(ctx))
+ return &ctx->QueryBuffer;
+ break;
case GL_DRAW_INDIRECT_BUFFER:
if ((ctx->API == API_OPENGL_CORE &&
ctx->Extensions.ARB_draw_indirect) ||
_mesa_reference_buffer_object(ctx, &ctx->DispatchIndirectBuffer,
ctx->Shared->NullBufferObj);
+ _mesa_reference_buffer_object(ctx, &ctx->QueryBuffer,
+ ctx->Shared->NullBufferObj);
+
for (i = 0; i < MAX_COMBINED_UNIFORM_BUFFERS; i++) {
_mesa_reference_buffer_object(ctx,
&ctx->UniformBufferBindings[i].BufferObject,
_mesa_reference_buffer_object(ctx, &ctx->DispatchIndirectBuffer, NULL);
+ _mesa_reference_buffer_object(ctx, &ctx->QueryBuffer, NULL);
+
for (i = 0; i < MAX_COMBINED_UNIFORM_BUFFERS; i++) {
_mesa_reference_buffer_object(ctx,
&ctx->UniformBufferBindings[i].BufferObject,
_mesa_BindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
}
+ /* unbind query buffer binding point */
+ if (ctx->QueryBuffer == bufObj) {
+ _mesa_BindBuffer(GL_QUERY_BUFFER, 0);
+ }
+
/* The ID is immediately freed for re-use */
_mesa_HashRemove(ctx->Shared->BufferObjects, ids[i]);
/* Make sure we do not run into the classic ABA problem on bind.
struct gl_buffer_object *CopyReadBuffer; /**< GL_ARB_copy_buffer */
struct gl_buffer_object *CopyWriteBuffer; /**< GL_ARB_copy_buffer */
+ struct gl_buffer_object *QueryBuffer; /**< GL_ARB_query_buffer_object */
+
/**
* Current GL_ARB_uniform_buffer_object binding referenced by
* GL_UNIFORM_BUFFER target for glBufferData, glMapBuffer, etc.