Commit 5d4d5c59 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Pass a pointer to the counter buffer to wined3d_view_gl_destroy().

If adapter_gl_destroy_unordered_access_view() is called before wined3d_unordered_access_view_gl_cs_init() has finished executing, the "counter_bo" field may still be 0. More generally, we shouldn't access the "counter_bo" field from outside the CS thread. Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent 554502d6
...@@ -4801,7 +4801,7 @@ struct wined3d_view_gl_destroy_ctx ...@@ -4801,7 +4801,7 @@ struct wined3d_view_gl_destroy_ctx
{ {
struct wined3d_device *device; struct wined3d_device *device;
const struct wined3d_gl_view *gl_view; const struct wined3d_gl_view *gl_view;
GLuint counter_bo; GLuint *counter_bo;
void *object; void *object;
struct wined3d_view_gl_destroy_ctx *free; struct wined3d_view_gl_destroy_ctx *free;
}; };
...@@ -4825,7 +4825,7 @@ static void wined3d_view_gl_destroy_object(void *object) ...@@ -4825,7 +4825,7 @@ static void wined3d_view_gl_destroy_object(void *object)
gl_info->gl_ops.gl.p_glDeleteTextures(1, &ctx->gl_view->name); gl_info->gl_ops.gl.p_glDeleteTextures(1, &ctx->gl_view->name);
} }
if (ctx->counter_bo) if (ctx->counter_bo)
GL_EXTCALL(glDeleteBuffers(1, &ctx->counter_bo)); GL_EXTCALL(glDeleteBuffers(1, ctx->counter_bo));
checkGLcall("delete resources"); checkGLcall("delete resources");
context_release(context); context_release(context);
} }
...@@ -4835,7 +4835,7 @@ static void wined3d_view_gl_destroy_object(void *object) ...@@ -4835,7 +4835,7 @@ static void wined3d_view_gl_destroy_object(void *object)
} }
static void wined3d_view_gl_destroy(struct wined3d_device *device, static void wined3d_view_gl_destroy(struct wined3d_device *device,
const struct wined3d_gl_view *gl_view, GLuint counter_bo, void *object) const struct wined3d_gl_view *gl_view, GLuint *counter_bo, void *object)
{ {
struct wined3d_view_gl_destroy_ctx *ctx, c; struct wined3d_view_gl_destroy_ctx *ctx, c;
...@@ -4867,7 +4867,7 @@ static void adapter_gl_destroy_rendertarget_view(struct wined3d_rendertarget_vie ...@@ -4867,7 +4867,7 @@ static void adapter_gl_destroy_rendertarget_view(struct wined3d_rendertarget_vie
if (swapchain_count) if (swapchain_count)
wined3d_device_incref(device); wined3d_device_incref(device);
wined3d_rendertarget_view_cleanup(&view_gl->v); wined3d_rendertarget_view_cleanup(&view_gl->v);
wined3d_view_gl_destroy(device, &view_gl->gl_view, 0, view_gl); wined3d_view_gl_destroy(device, &view_gl->gl_view, NULL, view_gl);
if (swapchain_count) if (swapchain_count)
wined3d_device_decref(device); wined3d_device_decref(device);
} }
...@@ -4913,7 +4913,7 @@ static void adapter_gl_destroy_shader_resource_view(struct wined3d_shader_resour ...@@ -4913,7 +4913,7 @@ static void adapter_gl_destroy_shader_resource_view(struct wined3d_shader_resour
if (swapchain_count) if (swapchain_count)
wined3d_device_incref(device); wined3d_device_incref(device);
wined3d_shader_resource_view_cleanup(&view_gl->v); wined3d_shader_resource_view_cleanup(&view_gl->v);
wined3d_view_gl_destroy(device, &view_gl->gl_view, 0, view_gl); wined3d_view_gl_destroy(device, &view_gl->gl_view, NULL, view_gl);
if (swapchain_count) if (swapchain_count)
wined3d_device_decref(device); wined3d_device_decref(device);
} }
...@@ -4959,7 +4959,7 @@ static void adapter_gl_destroy_unordered_access_view(struct wined3d_unordered_ac ...@@ -4959,7 +4959,7 @@ static void adapter_gl_destroy_unordered_access_view(struct wined3d_unordered_ac
if (swapchain_count) if (swapchain_count)
wined3d_device_incref(device); wined3d_device_incref(device);
wined3d_unordered_access_view_cleanup(&view_gl->v); wined3d_unordered_access_view_cleanup(&view_gl->v);
wined3d_view_gl_destroy(device, &view_gl->gl_view, view_gl->counter_bo, view_gl); wined3d_view_gl_destroy(device, &view_gl->gl_view, &view_gl->counter_bo, view_gl);
if (swapchain_count) if (swapchain_count)
wined3d_device_decref(device); wined3d_device_decref(device);
} }
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment