[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.



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