Henri Verbeet : wined3d: Avoid modifying the device' s shader list outside the command stream.
Alexandre Julliard
julliard at winehq.org
Wed Apr 12 15:02:33 CDT 2017
Module: wine
Branch: master
Commit: 6302d5edf82b212d5d32838f40279d4304e60ba1
URL: http://source.winehq.org/git/wine.git/?a=commit;h=6302d5edf82b212d5d32838f40279d4304e60ba1
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue Apr 11 23:24:19 2017 +0200
wined3d: Avoid modifying the device's shader list outside the command stream.
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/wined3d/shader.c | 14 ++++++++++++--
1 file changed, 12 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index 208a09a..7927062 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -3073,6 +3073,13 @@ ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader)
return refcount;
}
+static void wined3d_shader_init_object(void *object)
+{
+ struct wined3d_shader *shader = object;
+
+ list_add_head(&shader->device->shaders, &shader->shader_list_entry);
+}
+
static void wined3d_shader_destroy_object(void *object)
{
shader_cleanup(object);
@@ -3327,7 +3334,7 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
list_init(&shader->constantsI);
shader->lconst_inf_or_nan = FALSE;
list_init(&shader->reg_maps.indexable_temps);
- list_add_head(&device->shaders, &shader->shader_list_entry);
+ list_init(&shader->shader_list_entry);
byte_code_size = desc->byte_code_size;
if (byte_code_size == ~(size_t)0)
@@ -3366,10 +3373,13 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device
{
WARN("Failed to set function, hr %#x.\n", hr);
shader_cleanup(shader);
+ return hr;
}
shader->load_local_constsF = shader->lconst_inf_or_nan;
+ wined3d_cs_init_object(shader->device->cs, wined3d_shader_init_object, shader);
+
return hr;
}
@@ -3429,7 +3439,7 @@ static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3
*d = *so_desc;
if (!(d->elements = wined3d_calloc(so_desc->element_count, sizeof(*d->elements))))
{
- shader_cleanup(shader);
+ wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader);
return E_OUTOFMEMORY;
}
memcpy(d->elements, so_desc->elements, so_desc->element_count * sizeof(*d->elements));
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