[PATCH 1/5] wined3d: Make sure queries have an active GL context.
Henri Verbeet
hverbeet at codeweavers.com
Fri Jun 26 03:07:08 CDT 2009
---
dlls/wined3d/query.c | 11 +++++++++++
1 files changed, 11 insertions(+), 0 deletions(-)
diff --git a/dlls/wined3d/query.c b/dlls/wined3d/query.c
index 481177f..a24f513 100644
--- a/dlls/wined3d/query.c
+++ b/dlls/wined3d/query.c
@@ -62,6 +62,8 @@ static ULONG WINAPI IWineD3DQueryImpl_Release(IWineD3DQuery *iface) {
TRACE("(%p) : Releasing from %d\n", This, This->ref);
ref = InterlockedDecrement(&This->ref);
if (ref == 0) {
+ ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+
ENTER_GL();
/* Queries are specific to the GL context that created them. Not
* deleting the query will obviously leak it, but that's still better
@@ -316,6 +318,8 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_GetData(IWineD3DQuery* iface,
return S_OK;
}
+ ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+
if (((WineQueryOcclusionData *)This->extendedData)->ctx != This->wineD3DDevice->activeContext
|| This->wineD3DDevice->activeContext->tid != GetCurrentThreadId())
{
@@ -357,6 +361,8 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_GetData(IWineD3DQuery* iface, void
WineD3DContext *ctx;
TRACE("(%p) : type D3DQUERY_EVENT, pData %p, dwSize %#x, dwGetDataFlags %#x\n", This, pData, dwSize, dwGetDataFlags);
+ ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+
ctx = ((WineQueryEventData *)This->extendedData)->ctx;
if(pData == NULL || dwSize == 0) {
return S_OK;
@@ -457,6 +463,9 @@ static HRESULT WINAPI IWineD3DEventQueryImpl_Issue(IWineD3DQuery* iface, DWORD
TRACE("(%p) : dwIssueFlags %#x, type D3DQUERY_EVENT\n", This, dwIssueFlags);
if (dwIssueFlags & WINED3DISSUE_END) {
WineD3DContext *ctx = ((WineQueryEventData *)This->extendedData)->ctx;
+
+ ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+
if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
/* GL fences can be used only from the context that created them,
* so if a different context is active, don't bother setting the query. The penalty
@@ -497,6 +506,8 @@ static HRESULT WINAPI IWineD3DOcclusionQueryImpl_Issue(IWineD3DQuery* iface, D
if (GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
WineD3DContext *ctx = ((WineQueryOcclusionData *)This->extendedData)->ctx;
+ ActivateContext(This->wineD3DDevice, This->wineD3DDevice->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+
if(ctx != This->wineD3DDevice->activeContext || ctx->tid != GetCurrentThreadId()) {
FIXME("Not the owning context, can't start query\n");
} else {
--
1.6.0.6
More information about the wine-patches
mailing list