wined3d: Do not call wined3d_device_destroy_default_samplers() in the CS thread.
Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4575,6 +4575,7 @@ static void adapter_gl_uninit_3d(struct wined3d_device *device)
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{
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TRACE("device %p.\n", device);
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wined3d_device_destroy_default_samplers(device);
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wined3d_cs_destroy_object(device->cs, wined3d_device_delete_opengl_contexts_cs, device);
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wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
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}
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@ -748,7 +748,6 @@ static void adapter_vk_uninit_3d_cs(void *object)
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device->shader_backend->shader_free_private(device, &context_vk->c);
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wined3d_device_vk_destroy_null_views(device_vk, context_vk);
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wined3d_device_vk_destroy_null_resources(device_vk, context_vk);
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wined3d_device_destroy_default_samplers(device, &context_vk->c);
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}
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static void adapter_vk_uninit_3d(struct wined3d_device *device)
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@ -761,6 +760,7 @@ static void adapter_vk_uninit_3d(struct wined3d_device *device)
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device_vk = wined3d_device_vk(device);
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context_vk = &device_vk->context_vk;
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wined3d_device_destroy_default_samplers(device);
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wined3d_cs_destroy_object(device->cs, adapter_vk_uninit_3d_cs, device_vk);
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wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
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@ -572,8 +572,7 @@ void wined3d_device_create_default_samplers(struct wined3d_device *device, struc
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}
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}
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/* Context activation is done by the caller. */
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void wined3d_device_destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
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void wined3d_device_destroy_default_samplers(struct wined3d_device *device)
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{
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wined3d_sampler_decref(device->default_sampler);
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device->default_sampler = NULL;
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@ -982,7 +981,6 @@ void wined3d_device_delete_opengl_contexts_cs(void *object)
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device->blitter->ops->blitter_destroy(device->blitter, context);
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device->shader_backend->shader_free_private(device, context);
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wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl);
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wined3d_device_destroy_default_samplers(device, context);
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context_release(context);
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while (device->context_count)
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@ -3889,8 +3889,7 @@ void wined3d_device_create_default_samplers(struct wined3d_device *device,
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struct wined3d_context *context) DECLSPEC_HIDDEN;
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void wined3d_device_create_primary_opengl_context_cs(void *object) DECLSPEC_HIDDEN;
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void wined3d_device_delete_opengl_contexts_cs(void *object) DECLSPEC_HIDDEN;
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void wined3d_device_destroy_default_samplers(struct wined3d_device *device,
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struct wined3d_context *context) DECLSPEC_HIDDEN;
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void wined3d_device_destroy_default_samplers(struct wined3d_device *device) DECLSPEC_HIDDEN;
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HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined3d,
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unsigned int adapter_idx, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags,
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BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count,
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