wined3d: Deactivate GL_FRAGMENT_SHADER_ATI before deactivating a context.

Mesa has a bug that causes a crash due to a NULL pointer dereference
with the R200 driver when making a context current that has
GL_FRAGMENT_SHADER_ATI enabled. This patch works around this bug by
making sure that GL_FRAGMENT_SHADER_ATI is disabled before deactivating
a context, and reactivates it afterwards. The context manager keeps
GL_ATI_FRAGMENT_SHADER generally enabled, except if the context is in 2D
blit mode.
This commit is contained in:
Stefan Dösinger 2008-03-30 14:52:18 +02:00 committed by Alexandre Julliard
parent de5a8db58b
commit ddf52dda15
1 changed files with 26 additions and 3 deletions

View File

@ -351,6 +351,11 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
/* Set up the context defaults */
oldCtx = pwglGetCurrentContext();
oldDrawable = pwglGetCurrentDC();
if(oldCtx && oldDrawable && GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
/* See comment in ActivateContext context switching */
glDisable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
if(pwglMakeCurrent(hdc, ctx) == FALSE) {
ERR("Cannot activate context to set up defaults\n");
goto out;
@ -414,9 +419,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
}
} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
if(GL_SUPPORT(ARB_POINT_SPRITE)) {
@ -428,9 +430,16 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
}
LEAVE_GL();
/* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
* but enable it for the first context we create, and reenable it on the old context
*/
if(oldDrawable && oldCtx) {
pwglMakeCurrent(oldDrawable, oldCtx);
}
if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
out:
return ret;
@ -928,9 +937,23 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
}
else {
TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
/* Mesa crashes when enabling a context with GL_FRAGMENT_SHADER_ATI enabled.
* Thus we disable it before deactivating any context, and re-enable it afterwards.
*
* This bug is filed as bug #15269 on bugs.freedesktop.org
*/
glDisable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
ret = pwglMakeCurrent(context->hdc, context->glCtx);
if(ret == FALSE) {
ERR("Failed to activate the new context\n");
} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER) && !context->last_was_blit) {
glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
}
if(This->activeContext->vshader_const_dirty) {