21 Nov
2006
21 Nov
'06
11:10 a.m.
"Jan Zerebecki" <jan.wine(a)zerebecki.de> wrote:
static void WineD3D_ReleaseFakeGLContext(void) { GLXContext glCtx;
+ EnterCriticalSection(&wined3d_fake_gl_context_cs); + if(!wined3d_fake_gl_context_available) { TRACE_(d3d_caps)("context not available\n"); + LeaveCriticalSection(&wined3d_fake_gl_context_cs); return; }
You could avoid a call to LeaveCriticalSection by moving EnterCriticalSection after the wined3d_fake_gl_context_available check. -- Dmitry.