On Wed, Feb 9, 2022 at 7:44 PM Henri Verbeet hverbeet@gmail.com wrote:
On Wed, 9 Feb 2022 at 16:50, Matteo Bruni mbruni@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.