wined3d: Avoid destroying contexts that are current in another thread.
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1a43030664
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377cda97e7
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@ -558,6 +558,59 @@ void context_resource_released(IWineD3DDevice *iface, IWineD3DResource *resource
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}
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}
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static void context_destroy_gl_resources(struct WineD3DContext *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct fbo_entry *entry, *entry2;
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BOOL has_glctx;
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has_glctx = pwglMakeCurrent(context->hdc, context->glCtx);
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if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n");
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ENTER_GL();
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
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if (!has_glctx) entry->id = 0;
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context_destroy_fbo_entry(context, entry);
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}
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if (has_glctx)
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{
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if (context->src_fbo)
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{
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TRACE("Destroy src FBO %d\n", context->src_fbo);
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context_destroy_fbo(context, &context->src_fbo);
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}
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if (context->dst_fbo)
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{
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TRACE("Destroy dst FBO %d\n", context->dst_fbo);
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context_destroy_fbo(context, &context->dst_fbo);
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}
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if (context->dummy_arbfp_prog)
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{
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GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
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}
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}
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LEAVE_GL();
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if (!pwglMakeCurrent(NULL, NULL))
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{
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ERR("Failed to disable GL context.\n");
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}
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if (context->isPBuffer)
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{
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GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
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GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
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}
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else
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{
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ReleaseDC(context->win_handle, context->hdc);
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}
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pwglDeleteContext(context->glCtx);
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}
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DWORD context_get_tls_idx(void)
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{
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return wined3d_context_tls_idx;
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@ -583,6 +636,20 @@ BOOL context_set_current(struct WineD3DContext *ctx)
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return TRUE;
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}
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if (old)
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{
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if (old->destroyed)
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{
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TRACE("Switching away from destroyed context %p.\n", old);
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context_destroy_gl_resources(old);
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HeapFree(GetProcessHeap(), 0, old);
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}
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else
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{
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old->current = 0;
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}
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}
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if (ctx)
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{
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TRACE("Switching to D3D context %p, GL context %p, device context %p.\n", ctx, ctx->glCtx, ctx->hdc);
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@ -591,6 +658,7 @@ BOOL context_set_current(struct WineD3DContext *ctx)
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ERR("Failed to make GL context %p current on device context %p.\n", ctx->glCtx, ctx->hdc);
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return FALSE;
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}
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ctx->current = 1;
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}
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else
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{
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@ -1205,7 +1273,6 @@ static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *con
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{
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if (This->contexts[i] == context)
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{
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HeapFree(GetProcessHeap(), 0, context);
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found = TRUE;
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break;
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}
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@ -1251,65 +1318,40 @@ static void RemoveContextFromArray(IWineD3DDeviceImpl *This, WineD3DContext *con
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* context: Context to destroy
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*
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*****************************************************************************/
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void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context) {
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct fbo_entry *entry, *entry2;
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BOOL has_glctx;
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void DestroyContext(IWineD3DDeviceImpl *This, WineD3DContext *context)
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{
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BOOL destroy;
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TRACE("Destroying ctx %p\n", context);
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/* The correct GL context needs to be active to cleanup the GL resources below */
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has_glctx = pwglMakeCurrent(context->hdc, context->glCtx);
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context_set_last_device(NULL);
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if (!has_glctx) WARN("Failed to activate context. Window already destroyed?\n");
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ENTER_GL();
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LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, &context->fbo_list, struct fbo_entry, entry) {
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if (!has_glctx) entry->id = 0;
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context_destroy_fbo_entry(context, entry);
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}
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if (has_glctx)
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if (context->tid == GetCurrentThreadId() || !context->current)
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{
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if (context->src_fbo)
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context_destroy_gl_resources(context);
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destroy = TRUE;
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context_set_last_device(NULL);
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if (This->activeContext == context)
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{
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TRACE("Destroy src FBO %d\n", context->src_fbo);
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context_destroy_fbo(context, &context->src_fbo);
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This->activeContext = NULL;
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TRACE("Destroying the active context.\n");
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}
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if (context->dst_fbo)
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if (!context_set_current(NULL))
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{
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TRACE("Destroy dst FBO %d\n", context->dst_fbo);
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context_destroy_fbo(context, &context->dst_fbo);
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}
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if (context->dummy_arbfp_prog)
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{
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GL_EXTCALL(glDeleteProgramsARB(1, &context->dummy_arbfp_prog));
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ERR("Failed to clear current D3D context.\n");
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}
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}
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LEAVE_GL();
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if (This->activeContext == context)
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else
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{
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This->activeContext = NULL;
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TRACE("Destroying the active context.\n");
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context->destroyed = 1;
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destroy = FALSE;
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}
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if (!context_set_current(NULL))
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{
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ERR("Failed to clear current D3D context.\n");
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}
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if(context->isPBuffer) {
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GL_EXTCALL(wglReleasePbufferDCARB(context->pbuffer, context->hdc));
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GL_EXTCALL(wglDestroyPbufferARB(context->pbuffer));
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} else ReleaseDC(context->win_handle, context->hdc);
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pwglDeleteContext(context->glCtx);
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HeapFree(GetProcessHeap(), 0, context->vshader_const_dirty);
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HeapFree(GetProcessHeap(), 0, context->pshader_const_dirty);
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RemoveContextFromArray(This, context);
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if (destroy) HeapFree(GetProcessHeap(), 0, context);
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}
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/* GL locking is done by the caller */
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@ -1219,7 +1219,9 @@ struct WineD3DContext
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WORD isPBuffer : 1;
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WORD fog_enabled : 1;
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WORD num_untracked_materials : 2; /* Max value 2 */
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WORD padding : 3;
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WORD current : 1;
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WORD destroyed : 1;
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WORD padding : 1;
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BYTE texShaderBumpMap; /* MAX_TEXTURES, 8 */
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BYTE lastWasPow2Texture; /* MAX_TEXTURES, 8 */
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DWORD numbered_array_mask;
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