CRI("Could not create draw thread queue lock");
goto fail_on_lock_creation;
}
- if (!eina_spinlock_new(&ev_thread->finish_spinlock))
- {
- CRI("Could not create draw thread finish lock");
- goto fail_on_spin_lock_creation;
- }
if (!eina_condition_new(&ev_thread->queue_condition, &ev_thread->queue_lock))
{
CRI("Could not create draw thread queue condition");
goto fail_on_cond_creation;
}
+ if (!eina_spinlock_new(&ev_thread->finish_spinlock))
+ {
+ CRI("Could not create draw thread finish lock");
+ goto fail_on_spin_lock_creation;
+ }
if (!eina_thread_create(&ev_thread->worker, EINA_THREAD_NORMAL, 0,
evas_thread_worker_func, ev_thread))
{
return 1;
fail_on_thread_creation:
ev_thread->worker = 0;
- eina_spinlock_free(&ev_thread->finish_spinlock);
eina_condition_free(&ev_thread->queue_condition);
-fail_on_cond_creation:
- eina_lock_free(&ev_thread->queue_lock);
fail_on_spin_lock_creation:
eina_spinlock_free(&ev_thread->finish_spinlock);
+fail_on_cond_creation:
+ eina_lock_free(&ev_thread->queue_lock);
fail_on_lock_creation:
eina_threads_shutdown();
fail_on_eina_thread_init:
_texture_destroy(GLuint *tex)
{
GLint curr_tex = 0;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &curr_tex);
+ glGetIntegerv_evgl_thread_cmd(GL_TEXTURE_BINDING_2D, &curr_tex);
- if ((GLuint)curr_tex == *tex) glBindTexture(GL_TEXTURE_2D, 0);
+ if ((GLuint)curr_tex == *tex) glBindTexture_evgl_thread_cmd(GL_TEXTURE_2D, 0);
if (*tex)
{
glDeleteTextures_evgl_thread_cmd(1, tex);