Stefan Dösinger : wined3d: Activate a thread before mapping a buffer.
Alexandre Julliard
julliard at winehq.org
Tue Apr 28 07:53:01 CDT 2009
Module: wine
Branch: master
Commit: 926fe798c50309fecb6f901e1310569d3257ff88
URL: http://source.winehq.org/git/wine.git/?a=commit;h=926fe798c50309fecb6f901e1310569d3257ff88
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Mon Apr 20 14:40:53 2009 +0200
wined3d: Activate a thread before mapping a buffer.
This fixes a regression in EverQuest 2.
---
dlls/wined3d/buffer.c | 13 +++++++++++++
1 files changed, 13 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index b68dcf7..d201a53 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -951,12 +951,18 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
{
if(count == 1)
{
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
}
+
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
+ LEAVE_GL();
}
}
else
@@ -987,12 +993,19 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
{
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
}
+
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
+ LEAVE_GL();
+
This->resource.allocatedMemory = NULL;
}
else if (This->flags & WINED3D_BUFFER_HASDESC)
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