Commit ddf52dda authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Deactivate GL_FRAGMENT_SHADER_ATI before deactivating a context.

Mesa has a bug that causes a crash due to a NULL pointer dereference with the R200 driver when making a context current that has GL_FRAGMENT_SHADER_ATI enabled. This patch works around this bug by making sure that GL_FRAGMENT_SHADER_ATI is disabled before deactivating a context, and reactivates it afterwards. The context manager keeps GL_ATI_FRAGMENT_SHADER generally enabled, except if the context is in 2D blit mode.
parent de5a8db5
...@@ -351,6 +351,11 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar ...@@ -351,6 +351,11 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
/* Set up the context defaults */ /* Set up the context defaults */
oldCtx = pwglGetCurrentContext(); oldCtx = pwglGetCurrentContext();
oldDrawable = pwglGetCurrentDC(); oldDrawable = pwglGetCurrentDC();
if(oldCtx && oldDrawable && GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
/* See comment in ActivateContext context switching */
glDisable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
if(pwglMakeCurrent(hdc, ctx) == FALSE) { if(pwglMakeCurrent(hdc, ctx) == FALSE) {
ERR("Cannot activate context to set up defaults\n"); ERR("Cannot activate context to set up defaults\n");
goto out; goto out;
...@@ -414,9 +419,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar ...@@ -414,9 +419,6 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1); glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB + s - 1);
checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n"); checkGLcall("glTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, ...\n");
} }
} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
} }
if(GL_SUPPORT(ARB_POINT_SPRITE)) { if(GL_SUPPORT(ARB_POINT_SPRITE)) {
...@@ -428,9 +430,16 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar ...@@ -428,9 +430,16 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
} }
LEAVE_GL(); LEAVE_GL();
/* Never keep GL_FRAGMENT_SHADER_ATI enabled on a context that we switch away from,
* but enable it for the first context we create, and reenable it on the old context
*/
if(oldDrawable && oldCtx) { if(oldDrawable && oldCtx) {
pwglMakeCurrent(oldDrawable, oldCtx); pwglMakeCurrent(oldDrawable, oldCtx);
} }
if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
out: out:
return ret; return ret;
...@@ -928,9 +937,23 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU ...@@ -928,9 +937,23 @@ void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextU
} }
else { else {
TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx); TRACE("Switching gl ctx to %p, hdc=%p ctx=%p\n", context, context->hdc, context->glCtx);
if(GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
/* Mesa crashes when enabling a context with GL_FRAGMENT_SHADER_ATI enabled.
* Thus we disable it before deactivating any context, and re-enable it afterwards.
*
* This bug is filed as bug #15269 on bugs.freedesktop.org
*/
glDisable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
}
ret = pwglMakeCurrent(context->hdc, context->glCtx); ret = pwglMakeCurrent(context->hdc, context->glCtx);
if(ret == FALSE) { if(ret == FALSE) {
ERR("Failed to activate the new context\n"); ERR("Failed to activate the new context\n");
} else if(GL_SUPPORT(ATI_FRAGMENT_SHADER) && !context->last_was_blit) {
glEnable(GL_FRAGMENT_SHADER_ATI);
checkGLcall("glEnable(GL_FRAGMENT_SHADER_ATI)");
} }
} }
if(This->activeContext->vshader_const_dirty) { if(This->activeContext->vshader_const_dirty) {
......
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