Module: wine Branch: master Commit: 6302d5edf82b212d5d32838f40279d4304e60ba1 URL: http://source.winehq.org/git/wine.git/?a=commit;h=6302d5edf82b212d5d32838f40...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Tue Apr 11 23:24:19 2017 +0200
wined3d: Avoid modifying the device's shader list outside the command stream.
Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/wined3d/shader.c | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c index 208a09a..7927062 100644 --- a/dlls/wined3d/shader.c +++ b/dlls/wined3d/shader.c @@ -3073,6 +3073,13 @@ ULONG CDECL wined3d_shader_incref(struct wined3d_shader *shader) return refcount; }
+static void wined3d_shader_init_object(void *object) +{ + struct wined3d_shader *shader = object; + + list_add_head(&shader->device->shaders, &shader->shader_list_entry); +} + static void wined3d_shader_destroy_object(void *object) { shader_cleanup(object); @@ -3327,7 +3334,7 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device list_init(&shader->constantsI); shader->lconst_inf_or_nan = FALSE; list_init(&shader->reg_maps.indexable_temps); - list_add_head(&device->shaders, &shader->shader_list_entry); + list_init(&shader->shader_list_entry);
byte_code_size = desc->byte_code_size; if (byte_code_size == ~(size_t)0) @@ -3366,10 +3373,13 @@ static HRESULT shader_init(struct wined3d_shader *shader, struct wined3d_device { WARN("Failed to set function, hr %#x.\n", hr); shader_cleanup(shader); + return hr; }
shader->load_local_constsF = shader->lconst_inf_or_nan;
+ wined3d_cs_init_object(shader->device->cs, wined3d_shader_init_object, shader); + return hr; }
@@ -3429,7 +3439,7 @@ static HRESULT geometry_shader_init(struct wined3d_shader *shader, struct wined3 *d = *so_desc; if (!(d->elements = wined3d_calloc(so_desc->element_count, sizeof(*d->elements)))) { - shader_cleanup(shader); + wined3d_cs_destroy_object(shader->device->cs, wined3d_shader_destroy_object, shader); return E_OUTOFMEMORY; } memcpy(d->elements, so_desc->elements, so_desc->element_count * sizeof(*d->elements));