wined3d: Don't activate a context unless we need one.
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@ -4359,8 +4359,6 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)baseShader->baseShader.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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if (shader_is_pshader_version(baseShader->baseShader.reg_maps.shader_version.type))
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{
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
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@ -4369,6 +4367,9 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
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if(!shader_data) return; /* This can happen if a shader was never compiled */
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ENTER_GL();
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if(shader_data->num_gl_shaders) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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for(i = 0; i < shader_data->num_gl_shaders; i++) {
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GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
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checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
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@ -4384,6 +4385,9 @@ static void shader_arb_destroy(IWineD3DBaseShader *iface) {
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if(!shader_data) return; /* This can happen if a shader was never compiled */
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ENTER_GL();
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if(shader_data->num_gl_shaders) ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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for(i = 0; i < shader_data->num_gl_shaders; i++) {
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GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId));
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checkGLcall("GL_EXTCALL(glDeleteProgramsARB(1, &shader_data->gl_shaders[i].prgId))");
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@ -4331,8 +4331,6 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
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*/
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char pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version.type);
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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if(pshader) {
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struct glsl_pshader_private *shader_data;
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ps = (IWineD3DPixelShaderImpl *) This;
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@ -4344,6 +4342,8 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
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return;
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}
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->pshader == iface)
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{
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ENTER_GL();
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@ -4361,6 +4361,8 @@ static void shader_glsl_destroy(IWineD3DBaseShader *iface) {
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return;
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}
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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if (priv->glsl_program && (IWineD3DBaseShader *)priv->glsl_program->vshader == iface)
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{
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ENTER_GL();
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