From: Henri Verbeet Subject: [PATCH] wined3d: Use glFinish() for synchronisation when cleaning up a destroyed context in wined3d_context_gl_cleanup(). Message-Id: <20210112172757.28446-1-hverbeet@codeweavers.com> Date: Tue, 12 Jan 2021 20:57:57 +0330 Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=50485 Signed-off-by: Henri Verbeet --- dlls/wined3d/context_gl.c | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index 467f5b64d6c..a51e5ec9095 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -1374,9 +1374,20 @@ static void wined3d_context_gl_cleanup(struct wined3d_context_gl *context_gl) if (context_gl->valid) { - 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); + /* 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); + } if (context_gl->dummy_arbfp_prog) GL_EXTCALL(glDeleteProgramsARB(1, &context_gl->dummy_arbfp_prog)); -- 2.20.1