[PATCH 4/5] wined3d: Always use glFinish() for synchronization when cleaning up a GL context.
Matteo Bruni
mbruni at codeweavers.com
Wed Feb 9 09:50:03 CST 2022
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
Fences might not be supported at all.
dlls/wined3d/context_gl.c | 19 +++++++------------
1 file changed, 7 insertions(+), 12 deletions(-)
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
index 2d37e29a655..d40772cbaa0 100644
--- a/dlls/wined3d/context_gl.c
+++ b/dlls/wined3d/context_gl.c
@@ -1377,18 +1377,13 @@ static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
{
/* If we're here because we're switching away from a previously
* destroyed context, acquiring a context in order to submit a fence
- * is problematic. (In particular, we'd end up back here again in the
- * process of switching to the newly acquired context.) */
- if (context_gl->c.destroyed)
- {
- gl_info->gl_ops.gl.p_glFinish();
- }
- else
- {
- wined3d_context_gl_submit_command_fence(context_gl);
- wined3d_context_gl_wait_command_fence(context_gl,
- wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
- }
+ * is problematic. In particular, we'd end up back here again in the
+ * process of switching to the newly acquired context.
+ *
+ * We have to wait for all pending commands to complete and we might
+ * not support fences, so we might as well unconditionally
+ * glFinish(). */
+ gl_info->gl_ops.gl.p_glFinish();
if (context_gl->dummy_arbfp_prog)
GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
--
2.34.1
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