diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index bb4157c0501..0a731dc85f0 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -1393,13 +1393,16 @@ static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl) { /* If we're here because we're switching away from a previously * destroyed context, acquiring a context in order to submit a fence - * is problematic. (In particular, we'd end up back here again in the - * process of switching to the newly acquired context.) */ + * is problematic. In particular, we'd end up back here again in the + * process of switching to the newly acquired context. + * + * If fences aren't supported there should be nothing to wait for + * anyway, so just do nothing in that case. */ if (context_gl->c.destroyed) { gl_info->gl_ops.gl.p_glFinish(); } - else + else if (context_gl->c.d3d_info->fences) { wined3d_context_gl_submit_command_fence(context_gl); wined3d_context_gl_wait_command_fence(context_gl, diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index d14b40d8e3e..8937c7fc0fc 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -1201,9 +1201,12 @@ void wined3d_device_gl_delete_opengl_contexts_cs(void *object) device->shader_backend->shader_free_private(device, context); wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl); - wined3d_context_gl_submit_command_fence(context_gl); - wined3d_context_gl_wait_command_fence(context_gl, - wined3d_device_gl(context_gl->c.device)->current_fence_id - 1); + if (context_gl->c.d3d_info->fences) + { + wined3d_context_gl_submit_command_fence(context_gl); + wined3d_context_gl_wait_command_fence(context_gl, + wined3d_device_gl(context_gl->c.device)->current_fence_id - 1); + } wined3d_allocator_cleanup(&device_gl->allocator); context_release(context);