On Wed, Feb 9, 2022 at 7:44 PM Henri Verbeet <hverbeet(a)gmail.com> wrote:
On Wed, 9 Feb 2022 at 16:50, Matteo Bruni <mbruni(a)codeweavers.com> wrote:
@@ -1377,18 +1377,13 @@ 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.) */ - if (context_gl->c.destroyed) - { - gl_info->gl_ops.gl.p_glFinish(); - } - else - { - 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); - } + * is problematic. In particular, we'd end up back here again in the + * process of switching to the newly acquired context. + * + * We have to wait for all pending commands to complete and we might + * not support fences, so we might as well unconditionally + * glFinish(). */ + gl_info->gl_ops.gl.p_glFinish();
I suppose this is probably fine in practice, but glFinish() always makes me a bit uncomfortable; I'd prefer just checking for the availability of fences, like in 5/5. Taking that one step further, if fences aren't supported, I don't think there's anything we would need to wait for in the first place; we can probably just avoid the glFinish() in that case as well.
Good point, I'll give that a try.