Stefan Dösinger : wined3d: Call frag_pipe-> enable_extension under the GL lock.
Alexandre Julliard
julliard at winehq.org
Thu May 26 10:56:28 CDT 2011
Module: wine
Branch: master
Commit: dda91ac02ad6b0b6a167f419692268506f27d8d6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=dda91ac02ad6b0b6a167f419692268506f27d8d6
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue May 24 23:36:16 2011 +0200
wined3d: Call frag_pipe->enable_extension under the GL lock.
---
dlls/wined3d/arb_program_shader.c | 4 +---
dlls/wined3d/ati_fragment_shader.c | 4 +---
dlls/wined3d/context.c | 22 ++++++++++++++--------
dlls/wined3d/nvidia_texture_shader.c | 4 +---
dlls/wined3d/state.c | 2 +-
5 files changed, 18 insertions(+), 18 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 55435d4..ee5bf86 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -5504,10 +5504,9 @@ struct arbfp_ffp_desc
unsigned int num_textures_used;
};
-/* Context activation is done by the caller. */
+/* Context activation and GL locking are done by the caller. */
static void arbfp_enable(BOOL enable)
{
- ENTER_GL();
if(enable) {
glEnable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glEnable(GL_FRAGMENT_PROGRAM_ARB)");
@@ -5515,7 +5514,6 @@ static void arbfp_enable(BOOL enable)
glDisable(GL_FRAGMENT_PROGRAM_ARB);
checkGLcall("glDisable(GL_FRAGMENT_PROGRAM_ARB)");
}
- LEAVE_GL();
}
static HRESULT arbfp_alloc(struct wined3d_device *device)
diff --git a/dlls/wined3d/ati_fragment_shader.c b/dlls/wined3d/ati_fragment_shader.c
index d04ce20..0281757 100644
--- a/dlls/wined3d/ati_fragment_shader.c
+++ b/dlls/wined3d/ati_fragment_shader.c
@@ -1054,10 +1054,9 @@ static const struct StateEntryTemplate atifs_fragmentstate_template[] = {
{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
};
-/* Context activation is done by the caller. */
+/* Context activation and GL locking are done by the caller. */
static void atifs_enable(BOOL enable)
{
- ENTER_GL();
if(enable) {
glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
@@ -1065,7 +1064,6 @@ static void atifs_enable(BOOL enable)
glDisable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glDisable(GL_FRAGMENT_SHADER_ATI)");
}
- LEAVE_GL();
}
static void atifs_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index f5d237e..98f1f7d 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1649,11 +1649,10 @@ struct wined3d_context *context_create(struct wined3d_swapchain *swapchain,
{
GL_EXTCALL(glProvokingVertexEXT(GL_FIRST_VERTEX_CONVENTION_EXT));
}
+ device->frag_pipe->enable_extension(TRUE);
LEAVE_GL();
- device->frag_pipe->enable_extension(TRUE);
-
TRACE("Created context %p.\n", ret);
return ret;
@@ -1913,14 +1912,13 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
Context_MarkStateDirty(context, STATE_RENDER(WINED3DRS_CLIPPING), StateTable);
set_blit_dimension(width, height);
+ device->frag_pipe->enable_extension(FALSE);
LEAVE_GL();
context->blit_w = width; context->blit_h = height;
Context_MarkStateDirty(context, STATE_VIEWPORT, StateTable);
Context_MarkStateDirty(context, STATE_TRANSFORM(WINED3DTS_PROJECTION), StateTable);
-
- device->frag_pipe->enable_extension(FALSE);
}
/* Do not call while under the GL lock. */
@@ -2208,6 +2206,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
LEAVE_GL();
}
+ ENTER_GL();
if (context->last_was_blit)
{
device->frag_pipe->enable_extension(TRUE);
@@ -2216,7 +2215,6 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
/* Blending and clearing should be orthogonal, but tests on the nvidia
* driver show that disabling blending when clearing improves the clearing
* performance incredibly. */
- ENTER_GL();
glDisable(GL_BLEND);
glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable GL_SCISSOR_TEST");
@@ -2286,12 +2284,12 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
LEAVE_GL();
}
+ ENTER_GL();
if (context->last_was_blit)
{
device->frag_pipe->enable_extension(TRUE);
}
- ENTER_GL();
for (i = 0; i < context->numDirtyEntries; ++i)
{
DWORD rep = context->dirtyArray[i];
@@ -2381,8 +2379,16 @@ struct wined3d_context *context_acquire(struct wined3d_device *device, struct wi
if (context != current_context)
{
- if (!context_set_current(context)) ERR("Failed to activate the new context.\n");
- else device->frag_pipe->enable_extension(!context->last_was_blit);
+ if (!context_set_current(context))
+ {
+ ERR("Failed to activate the new context.\n");
+ }
+ else
+ {
+ ENTER_GL();
+ device->frag_pipe->enable_extension(!context->last_was_blit);
+ LEAVE_GL();
+ }
if (context->vshader_const_dirty)
{
diff --git a/dlls/wined3d/nvidia_texture_shader.c b/dlls/wined3d/nvidia_texture_shader.c
index 5d584f0..f20fc7a 100644
--- a/dlls/wined3d/nvidia_texture_shader.c
+++ b/dlls/wined3d/nvidia_texture_shader.c
@@ -623,10 +623,9 @@ static void nvrc_texfactor(DWORD state, struct wined3d_stateblock *stateblock, s
/* Context activation is done by the caller. */
static void nvrc_enable(BOOL enable) {}
-/* Context activation is done by the caller. */
+/* Context activation and GL locking are done by the caller. */
static void nvts_enable(BOOL enable)
{
- ENTER_GL();
if(enable) {
glEnable(GL_TEXTURE_SHADER_NV);
checkGLcall("glEnable(GL_TEXTURE_SHADER_NV)");
@@ -634,7 +633,6 @@ static void nvts_enable(BOOL enable)
glDisable(GL_TEXTURE_SHADER_NV);
checkGLcall("glDisable(GL_TEXTURE_SHADER_NV)");
}
- LEAVE_GL();
}
static void nvrc_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 6ce6938..a2c197b 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -5578,7 +5578,7 @@ static const struct StateEntryTemplate ffp_fragmentstate_template[] = {
{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
};
-/* Context activation is done by the caller. */
+/* Context activation and GL locking are done by the caller. */
static void ffp_enable(BOOL enable) {}
static void ffp_fragment_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
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