wined3d: Make CreateFakeGLContext thread safe.
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85d9b0249f
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@ -78,11 +78,24 @@ static BOOL wined3d_fake_gl_context_foreign;
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static BOOL wined3d_fake_gl_context_available = FALSE;
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static Display* wined3d_fake_gl_context_display = NULL;
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static CRITICAL_SECTION wined3d_fake_gl_context_cs;
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static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
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{
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0, 0, &wined3d_fake_gl_context_cs,
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{ &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
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&wined3d_fake_gl_context_cs_debug.ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
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};
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static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
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static void WineD3D_ReleaseFakeGLContext(void) {
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GLXContext glCtx;
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EnterCriticalSection(&wined3d_fake_gl_context_cs);
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if(!wined3d_fake_gl_context_available) {
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TRACE_(d3d_caps)("context not available\n");
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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return;
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}
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@ -95,17 +108,21 @@ static void WineD3D_ReleaseFakeGLContext(void) {
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glXMakeCurrent(wined3d_fake_gl_context_display, None, NULL);
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glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
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}
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LEAVE_GL();
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wined3d_fake_gl_context_available = FALSE;
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}
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assert(wined3d_fake_gl_context_ref >= 0);
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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LEAVE_GL();
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}
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static BOOL WineD3D_CreateFakeGLContext(void) {
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XVisualInfo* visInfo;
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GLXContext glCtx;
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ENTER_GL();
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EnterCriticalSection(&wined3d_fake_gl_context_cs);
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TRACE_(d3d_caps)("getting context...\n");
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if(wined3d_fake_gl_context_ref > 0) goto ret;
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assert(0 == wined3d_fake_gl_context_ref);
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@ -119,8 +136,6 @@ static BOOL WineD3D_CreateFakeGLContext(void) {
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ReleaseDC(0, device_context);
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}
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ENTER_GL();
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visInfo = NULL;
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glCtx = glXGetCurrentContext();
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@ -170,10 +185,12 @@ static BOOL WineD3D_CreateFakeGLContext(void) {
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TRACE_(d3d_caps)("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
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wined3d_fake_gl_context_ref++;
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wined3d_fake_gl_context_available = TRUE;
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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return TRUE;
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fail:
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if(visInfo) XFree(visInfo);
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if(glCtx) glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
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LeaveCriticalSection(&wined3d_fake_gl_context_cs);
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LEAVE_GL();
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return FALSE;
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}
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