"Jan Zerebecki" jan.wine@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.