Commit 4a3cefab authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Protect access to the OpenGL wined3d_allocator with a critical section.

parent 7c16fb7c
...@@ -4274,6 +4274,8 @@ static HRESULT adapter_gl_create_device(struct wined3d *wined3d, const struct wi ...@@ -4274,6 +4274,8 @@ static HRESULT adapter_gl_create_device(struct wined3d *wined3d, const struct wi
return hr; return hr;
} }
wined3d_lock_init(&device_gl->allocator_cs, "wined3d_device_gl.allocator_cs");
*device = &device_gl->d; *device = &device_gl->d;
return WINED3D_OK; return WINED3D_OK;
} }
...@@ -4283,6 +4285,8 @@ static void adapter_gl_destroy_device(struct wined3d_device *device) ...@@ -4283,6 +4285,8 @@ static void adapter_gl_destroy_device(struct wined3d_device *device)
struct wined3d_device_gl *device_gl = wined3d_device_gl(device); struct wined3d_device_gl *device_gl = wined3d_device_gl(device);
wined3d_device_cleanup(&device_gl->d); wined3d_device_cleanup(&device_gl->d);
wined3d_lock_cleanup(&device_gl->allocator_cs);
heap_free(device_gl->retired_blocks); heap_free(device_gl->retired_blocks);
heap_free(device_gl); heap_free(device_gl);
} }
......
...@@ -2629,6 +2629,14 @@ static void wined3d_context_gl_poll_fences(struct wined3d_context_gl *context_gl ...@@ -2629,6 +2629,14 @@ static void wined3d_context_gl_poll_fences(struct wined3d_context_gl *context_gl
} }
} }
static void wined3d_device_gl_free_memory(struct wined3d_device_gl *device_gl, struct wined3d_allocator_block *block)
{
assert(block->chunk->allocator == &device_gl->allocator);
wined3d_device_gl_allocator_lock(device_gl);
wined3d_allocator_block_free(block);
wined3d_device_gl_allocator_unlock(device_gl);
}
static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl *context_gl) static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl *context_gl)
{ {
struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device); struct wined3d_device_gl *device_gl = wined3d_device_gl(context_gl->c.device);
...@@ -2651,7 +2659,7 @@ static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl *cont ...@@ -2651,7 +2659,7 @@ static void wined3d_context_gl_cleanup_resources(struct wined3d_context_gl *cont
continue; continue;
} }
wined3d_allocator_block_free(r->block); wined3d_device_gl_free_memory(device_gl, r->block);
if (i != --count) if (i != --count)
*r = blocks[count]; *r = blocks[count];
else else
...@@ -2718,7 +2726,7 @@ static void wined3d_context_gl_destroy_allocator_block(struct wined3d_context_gl ...@@ -2718,7 +2726,7 @@ static void wined3d_context_gl_destroy_allocator_block(struct wined3d_context_gl
if (device_gl->completed_fence_id > fence_id) if (device_gl->completed_fence_id > fence_id)
{ {
wined3d_allocator_block_free(block); wined3d_device_gl_free_memory(device_gl, block);
TRACE("Freed block %p.\n", block); TRACE("Freed block %p.\n", block);
return; return;
} }
......
...@@ -1059,20 +1059,25 @@ static struct wined3d_allocator_block *wined3d_device_gl_allocate_memory(struct ...@@ -1059,20 +1059,25 @@ static struct wined3d_allocator_block *wined3d_device_gl_allocate_memory(struct
struct wined3d_allocator *allocator = &device_gl->allocator; struct wined3d_allocator *allocator = &device_gl->allocator;
struct wined3d_allocator_block *block; struct wined3d_allocator_block *block;
wined3d_device_gl_allocator_lock(device_gl);
if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2) if (size > WINED3D_ALLOCATOR_CHUNK_SIZE / 2)
{ {
*id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type, size); *id = wined3d_context_gl_allocate_vram_chunk_buffer(context_gl, memory_type, size);
wined3d_device_gl_allocator_unlock(device_gl);
return NULL; return NULL;
} }
if (!(block = wined3d_allocator_allocate(allocator, &context_gl->c, memory_type, size))) if (!(block = wined3d_allocator_allocate(allocator, &context_gl->c, memory_type, size)))
{ {
wined3d_device_gl_allocator_unlock(device_gl);
*id = 0; *id = 0;
return NULL; return NULL;
} }
*id = wined3d_allocator_chunk_gl(block->chunk)->gl_buffer; *id = wined3d_allocator_chunk_gl(block->chunk)->gl_buffer;
wined3d_device_gl_allocator_unlock(device_gl);
return block; return block;
} }
......
...@@ -4194,6 +4194,7 @@ struct wined3d_device_gl ...@@ -4194,6 +4194,7 @@ struct wined3d_device_gl
/* Textures for when no other textures are bound. */ /* Textures for when no other textures are bound. */
struct wined3d_dummy_textures dummy_textures; struct wined3d_dummy_textures dummy_textures;
CRITICAL_SECTION allocator_cs;
struct wined3d_allocator allocator; struct wined3d_allocator allocator;
uint64_t completed_fence_id; uint64_t completed_fence_id;
uint64_t current_fence_id; uint64_t current_fence_id;
...@@ -4212,6 +4213,16 @@ static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device ...@@ -4212,6 +4213,16 @@ static inline struct wined3d_device_gl *wined3d_device_gl(struct wined3d_device
return CONTAINING_RECORD(device, struct wined3d_device_gl, d); return CONTAINING_RECORD(device, struct wined3d_device_gl, d);
} }
static inline void wined3d_device_gl_allocator_lock(struct wined3d_device_gl *device_gl)
{
EnterCriticalSection(&device_gl->allocator_cs);
}
static inline void wined3d_device_gl_allocator_unlock(struct wined3d_device_gl *device_gl)
{
LeaveCriticalSection(&device_gl->allocator_cs);
}
bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl, bool wined3d_device_gl_create_bo(struct wined3d_device_gl *device_gl,
struct wined3d_context_gl *context_gl, GLsizeiptr size, GLenum binding, struct wined3d_context_gl *context_gl, GLsizeiptr size, GLenum binding,
GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo) DECLSPEC_HIDDEN; GLenum usage, bool coherent, GLbitfield flags, struct wined3d_bo_gl *bo) DECLSPEC_HIDDEN;
......
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