[PATCH v2 3/5] wined3d: Don't use fences on GL context cleanup when they are not supported.

Matteo Bruni mbruni at codeweavers.com
Wed Apr 27 06:21:55 CDT 2022


Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
v2: Also handle the fence usage in
wined3d_device_gl_delete_opengl_contexts_cs().

 dlls/wined3d/context_gl.c | 9 ++++++---
 dlls/wined3d/device.c     | 9 ++++++---
 2 files changed, 12 insertions(+), 6 deletions(-)

diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
index bb4157c0501..0a731dc85f0 100644
--- a/dlls/wined3d/context_gl.c
+++ b/dlls/wined3d/context_gl.c
@@ -1393,13 +1393,16 @@ 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.) */
+         * is problematic. In particular, we'd end up back here again in the
+         * process of switching to the newly acquired context.
+         *
+         * If fences aren't supported there should be nothing to wait for
+         * anyway, so just do nothing in that case. */
         if (context_gl->c.destroyed)
         {
             gl_info->gl_ops.gl.p_glFinish();
         }
-        else
+        else if (context_gl->c.d3d_info->fences)
         {
             wined3d_context_gl_submit_command_fence(context_gl);
             wined3d_context_gl_wait_command_fence(context_gl,
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index d14b40d8e3e..8937c7fc0fc 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1201,9 +1201,12 @@ void wined3d_device_gl_delete_opengl_contexts_cs(void *object)
     device->shader_backend->shader_free_private(device, context);
     wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl);
 
-    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->c.d3d_info->fences)
+    {
+        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);
+    }
     wined3d_allocator_cleanup(&device_gl->allocator);
 
     context_release(context);
-- 
2.34.1




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