[PATCH] wined3d: Use glFinish() for synchronisation when cleaning up a destroyed context in wined3d_context_gl_cleanup().
Henri Verbeet
hverbeet at codeweavers.com
Tue Jan 12 11:27:57 CST 2021
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=50485
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/context_gl.c | 17 ++++++++++++++---
1 file changed, 14 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
index 467f5b64d6c..a51e5ec9095 100644
--- a/dlls/wined3d/context_gl.c
+++ b/dlls/wined3d/context_gl.c
@@ -1374,9 +1374,20 @@ static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
if (context_gl->valid)
{
- 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);
+ /* 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);
+ }
if (context_gl->dummy_arbfp_prog)
GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog));
--
2.20.1
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