[WINED3D] Pbuffer/ActiveRender cleanup #2

Ivan Gyurdiev ivg231 at gmail.com
Tue Sep 19 06:43:44 CDT 2006


H. Verbeet wrote:
> On 17/09/06, Ivan Gyurdiev <ivg231 at gmail.com> wrote:
>> @@ -156,6 +160,7 @@ typedef struct wined3d_settings_s {
>>    BOOL glslRequested;
>>    int vs_selected_mode;
>>    int ps_selected_mode;
>> +  int offscreen_selected_mode;
>>  /* nonpower 2 function */
>>    int nonpower2_mode;
>>    int rendertargetlock_mode;
> When you change wined3d_settings, you should make sure that you update
> the defaults in wined3d_main.c as well. I know those are currently
> mismatched, but I've got a patch to clean it up. I'm currently waiting
> for Alexandre to apply/reject some of the wined3d patches sent over
> the past couple days before sending it (and some other patches).
Hmm... yes that is broken - RTL_AUTO will not take effect. I guess it 
broke all the way back when vs_selected, ps_selected things were added 
(probably my fault as well). Other things seem to have been added 
afterwards as well. This patch doesn't make it any more or less broken, 
however.

The reason I forget about defaults, is that I don't need them - this 
value is always initialized at runtime.
We should also use C99 initializers.
>
> I'm not sure if using wined3d_settings is really the right place to
> store things that don't have a corresponding registry key, but it
> seems like the best place for now.
Not sure, but eventually it needs to be made per GPU, just like shader 
capabilities.
I added it there, because the other "selected" values were there...
>
> To clarify what OFFSCREEN_NONE does, it renders to the backbuffer for
> the current context, rather than using a separate context, and copies
> it to a texture when done. That's also why, depending on the primitive
> drawing order, you sometimes see the offscreen surface in the lower
> left corner of the screen.
Yes, I figured this out... Although the word "context" seems to be used 
in about 100 different...contexts by everyone, I don't like it.  Someone 
came up with the unfortunate idea of naming a (gl_context, drawable) 
pair a pbuffer context, and all the corresponding structures are named 
that way - it is quite confusing figuring out which is which.




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