Fixing conflicts between WineD3D and WGL

Henri Verbeet hverbeet at
Wed Jan 29 12:11:00 CST 2014

On 29 January 2014 19:04, Chris Robinson <chris.kcat at> wrote:
> The multi-threaded command stream patches would fix this issue, wouldn't it?
> In that case, WineD3D has a GL context on its own thread to handle the D3D
> calls, leaving the app threads more or less alone. Of course, it'll be a
> while before they get into Wine proper.
It could, but only if we decide to enable CSMT even on uniprocessor
systems, and only if we decide to do all GL calls in the worker
thread, including e.g. resource maps and updates.

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