Henri Verbeet : wined3d: Merge FindContext() into context_acquire().
Alexandre Julliard
julliard at winehq.org
Mon Aug 22 13:29:07 CDT 2011
Module: wine
Branch: master
Commit: 34b2956e23a03458ed4c13d7556eb5438cb3fa1d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=34b2956e23a03458ed4c13d7556eb5438cb3fa1d
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Sun Aug 21 21:34:53 2011 +0200
wined3d: Merge FindContext() into context_acquire().
This actually fixes a bug. A context's current_rt field may get set to NULL if
that surface gets destroyed or unloaded. In general, the next time that
context is acquired, context_setup_target() will then set everything up again.
However, if a context_acquire() call with a NULL target ends up returning such
a context, context_setup_target() never sets the current_rt field because the
target FindContext() chooses never gets propagated to context_acquire(). This
patch ensures context_setup_target() is never called with a NULL target.
---
dlls/wined3d/context.c | 99 +++++++++++++++++++++--------------------------
1 files changed, 44 insertions(+), 55 deletions(-)
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index ac252d8..ac5a05a 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -1811,59 +1811,6 @@ static void SetupForBlit(struct wined3d_device *device, struct wined3d_context *
context_invalidate_state(context, STATE_TRANSFORM(WINED3DTS_PROJECTION));
}
-/* Do not call while under the GL lock. */
-static struct wined3d_context *FindContext(const struct wined3d_device *device, const struct wined3d_surface *target)
-{
- struct wined3d_context *current_context = context_get_current();
- struct wined3d_context *context;
-
- if (current_context && current_context->destroyed) current_context = NULL;
-
- if (!target)
- {
- if (current_context
- && current_context->current_rt
- && current_context->swapchain->device == device)
- {
- target = current_context->current_rt;
- }
- else
- {
- struct wined3d_swapchain *swapchain = device->swapchains[0];
- if (swapchain->back_buffers) target = swapchain->back_buffers[0];
- else target = swapchain->front_buffer;
- }
- }
-
- if (current_context && current_context->current_rt == target)
- {
- context_update_window(current_context);
- return current_context;
- }
-
- if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
- {
- TRACE("Rendering onscreen\n");
-
- context = swapchain_get_context(target->container.u.swapchain);
- }
- else
- {
- TRACE("Rendering offscreen\n");
-
- /* Stay with the current context if possible. Otherwise use the
- * context for the primary swapchain. */
- if (current_context && current_context->swapchain->device == device)
- context = current_context;
- else
- context = swapchain_get_context(device->swapchains[0]);
- }
-
- context_update_window(context);
-
- return context;
-}
-
static inline BOOL is_rt_mask_onscreen(DWORD rt_mask)
{
return rt_mask & (1 << 31);
@@ -2290,7 +2237,6 @@ static void context_setup_target(struct wined3d_device *device,
{
BOOL old_render_offscreen = context->render_offscreen, render_offscreen;
- if (!target) return;
render_offscreen = surface_is_offscreen(target);
if (context->current_rt == target && render_offscreen == old_render_offscreen) return;
@@ -2347,7 +2293,50 @@ struct wined3d_context *context_acquire(struct wined3d_device *device, struct wi
TRACE("device %p, target %p.\n", device, target);
- context = FindContext(device, target);
+ if (current_context && current_context->destroyed)
+ current_context = NULL;
+
+ if (!target)
+ {
+ if (current_context
+ && current_context->current_rt
+ && current_context->swapchain->device == device)
+ {
+ target = current_context->current_rt;
+ }
+ else
+ {
+ struct wined3d_swapchain *swapchain = device->swapchains[0];
+ if (swapchain->back_buffers)
+ target = swapchain->back_buffers[0];
+ else
+ target = swapchain->front_buffer;
+ }
+ }
+
+ if (current_context && current_context->current_rt == target)
+ {
+ context = current_context;
+ }
+ else if (target->container.type == WINED3D_CONTAINER_SWAPCHAIN)
+ {
+ TRACE("Rendering onscreen.\n");
+
+ context = swapchain_get_context(target->container.u.swapchain);
+ }
+ else
+ {
+ TRACE("Rendering offscreen.\n");
+
+ /* Stay with the current context if possible. Otherwise use the
+ * context for the primary swapchain. */
+ if (current_context && current_context->swapchain->device == device)
+ context = current_context;
+ else
+ context = swapchain_get_context(device->swapchains[0]);
+ }
+
+ context_update_window(context);
context_setup_target(device, context, target);
context_enter(context);
if (!context->valid) return context;
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