"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.
On Tue, Nov 21, 2006 at 07:10:30PM +0800, Dmitry Timoshkov wrote:
You could avoid a call to LeaveCriticalSection by moving EnterCriticalSection after the wined3d_fake_gl_context_available check.
This would make this sequence of events (perhaps only in theory) possible:
release wined3d_fake_gl_context_available==FALSE create enter lock create wined3d_fake_gl_context_available=TRUE create leave lock release TRACE_(d3d_caps)("context not available\n"); release return
Though this is not realy a race condition, the trace doesn't realy tell the whole truth in this sequence of events, either. I think it's easier to see that the original code has correct locking (compared to your suggestion) and as this part of the code is not realy time critical, I prefer to leave it that way.
Jan
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