wined3d: Don't use fences on GL context cleanup when they are not supported.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1393,13 +1393,16 @@ static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl)
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{
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/* If we're here because we're switching away from a previously
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* destroyed context, acquiring a context in order to submit a fence
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* is problematic. (In particular, we'd end up back here again in the
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* process of switching to the newly acquired context.) */
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* is problematic. In particular, we'd end up back here again in the
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* process of switching to the newly acquired context.
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*
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* If fences aren't supported there should be nothing to wait for
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* anyway, so just do nothing in that case. */
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if (context_gl->c.destroyed)
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{
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gl_info->gl_ops.gl.p_glFinish();
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}
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else
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else if (context_gl->c.d3d_info->fences)
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{
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wined3d_context_gl_submit_command_fence(context_gl);
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wined3d_context_gl_wait_command_fence(context_gl,
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@ -1201,9 +1201,12 @@ void wined3d_device_gl_delete_opengl_contexts_cs(void *object)
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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_context_gl_submit_command_fence(context_gl);
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wined3d_context_gl_wait_command_fence(context_gl,
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wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
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if (context_gl->c.d3d_info->fences)
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{
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wined3d_context_gl_submit_command_fence(context_gl);
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wined3d_context_gl_wait_command_fence(context_gl,
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wined3d_device_gl(context_gl->c.device)->current_fence_id - 1);
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}
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wined3d_allocator_cleanup(&device_gl->allocator);
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context_release(context);
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