wined3d: Protect access to the OpenGL wined3d_allocator with a critical section.
Signed-off-by: Zebediah Figura <zfigura@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4274,6 +4274,8 @@ static HRESULT adapter_gl_create_device(struct wined3d *wined3d, const struct wi
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return hr;
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}
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wined3d_lock_init(&device_gl->allocator_cs, "wined3d_device_gl.allocator_cs");
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*device = &device_gl->d;
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return WINED3D_OK;
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}
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@ -4283,6 +4285,8 @@ static void adapter_gl_destroy_device(struct wined3d_device *device)
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struct wined3d_device_gl *device_gl = wined3d_device_gl(device);
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wined3d_device_cleanup(&device_gl->d);
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wined3d_lock_cleanup(&device_gl->allocator_cs);
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heap_free(device_gl->retired_blocks);
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heap_free(device_gl);
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}
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@ -2629,6 +2629,14 @@ static void wined3d_context_gl_poll_fences(struct wined3d_context_gl *context_gl
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}
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}
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static void wined3d_device_gl_free_memory(struct wined3d_device_gl *device_gl, struct wined3d_allocator_block *block)
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{
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assert(block->chunk->allocator == &device_gl->allocator);
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wined3d_device_gl_allocator_lock(device_gl);
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wined3d_allocator_block_free(block);
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wined3d_device_gl_allocator_unlock(device_gl);
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}
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static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl *context_gl)
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{
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struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
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@ -2651,7 +2659,7 @@ static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl *cont
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continue;
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}
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wined3d_allocator_block_free(r->block);
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wined3d_device_gl_free_memory(device_gl, r->block);
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if (i != --count)
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*r = blocks[count];
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else
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@ -2718,7 +2726,7 @@ static void wined3d_context_gl_destroy_allocator_block(struct wined3d_context_gl
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if (device_gl->completed_fence_id > fence_id)
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{
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wined3d_allocator_block_free(block);
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wined3d_device_gl_free_memory(device_gl, block);
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TRACE("Freed block %p.\n", block);
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return;
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}
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@ -1059,20 +1059,25 @@ static struct wined3d_allocator_block *wined3d_device_gl_allocate_memory(struct
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struct wined3d_allocator *allocator = &device_gl->allocator;
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struct wined3d_allocator_block *block;
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wined3d_device_gl_allocator_lock(device_gl);
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if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2)
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{
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*id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type, size);
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wined3d_device_gl_allocator_unlock(device_gl);
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return NULL;
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}
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if (!(block = wined3d_allocator_allocate(allocator, &context_gl->c, memory_type, size)))
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{
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wined3d_device_gl_allocator_unlock(device_gl);
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*id = 0;
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return NULL;
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}
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*id = wined3d_allocator_chunk_gl(block->chunk)->gl_buffer;
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wined3d_device_gl_allocator_unlock(device_gl);
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return block;
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}
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@ -4194,6 +4194,7 @@ struct wined3d_device_gl
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/* Textures for when no other textures are bound. */
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struct wined3d_dummy_textures dummy_textures;
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CRITICAL_SECTION allocator_cs;
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struct wined3d_allocator allocator;
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uint64_t completed_fence_id;
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uint64_t current_fence_id;
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@ -4212,6 +4213,16 @@ static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device
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return CONTAINING_RECORD(device, struct wined3d_device_gl, d);
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}
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static inline void wined3d_device_gl_allocator_lock(struct wined3d_device_gl *device_gl)
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{
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EnterCriticalSection(&device_gl->allocator_cs);
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}
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static inline void wined3d_device_gl_allocator_unlock(struct wined3d_device_gl *device_gl)
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{
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LeaveCriticalSection(&device_gl->allocator_cs);
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}
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bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl,
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struct wined3d_context_gl *context_gl, GLsizeiptr size, GLenum binding,
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GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo) DECLSPEC_HIDDEN;
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