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>
This commit is contained in:
parent
4aac4bbea6
commit
ab72e33641
|
@ -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,
|
||||
|
|
|
@ -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);
|
||||
|
||||
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);
|
||||
|
|
Loading…
Reference in New Issue