Otherwise we have a race condition between vbo calls in the
glthread and the _vbo_DestroyContext() call.
This fixes a bunch of piglit crashes.
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
_mesa_make_current(ctx, NULL, NULL);
}
- _mesa_glthread_destroy(ctx);
-
/* unreference WinSysDraw/Read buffers */
_mesa_reference_framebuffer(&ctx->WinSysDrawBuffer, NULL);
_mesa_reference_framebuffer(&ctx->WinSysReadBuffer, NULL);
struct gl_context *ctx = st->ctx;
GLuint i;
+ /* This must be called first so that glthread has a chance to finish */
+ _mesa_glthread_destroy(ctx);
+
_mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
st_reference_fragprog(st, &st->fp, NULL);