[PATCH 4/5] wined3d: Always use glFinish() for synchronization when cleaning up a GL context.
Henri Verbeet
hverbeet at gmail.com
Wed Feb 9 12:43:44 CST 2022
On Wed, 9 Feb 2022 at 16:50, Matteo Bruni <mbruni at codeweavers.com> wrote:
> @@ -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();
>
I suppose this is probably fine in practice, but glFinish() always
makes me a bit uncomfortable; I'd prefer just checking for the
availability of fences, like in 5/5. Taking that one step further, if
fences aren't supported, I don't think there's anything we would need
to wait for in the first place; we can probably just avoid the
glFinish() in that case as well.
More information about the wine-devel
mailing list