Alexander Dorofeyev : wined3d: Move PreLoad to avoid calling it with gl lock held.
Alexandre Julliard
julliard at winehq.org
Mon Apr 7 14:46:58 CDT 2008
Module: wine
Branch: master
Commit: 65f9abc88d22c792e69ea5a22b5eb7064cd229a2
URL: http://source.winehq.org/git/wine.git/?a=commit;h=65f9abc88d22c792e69ea5a22b5eb7064cd229a2
Author: Alexander Dorofeyev <alexd4 at inbox.lv>
Date: Mon Apr 7 00:06:27 2008 +0300
wined3d: Move PreLoad to avoid calling it with gl lock held.
---
dlls/wined3d/surface.c | 18 ++++++++++--------
1 files changed, 10 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 97f0438..733d095 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -2642,8 +2642,8 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
- ENTER_GL();
IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
+ ENTER_GL();
/* TODO: Do we need GL_TEXTURE_2D enabled fpr copyteximage? */
glEnable(This->glDescription.target);
@@ -2733,14 +2733,20 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
UINT fbheight = Src->currentDesc.Height;
GLenum drawBuffer = GL_BACK;
GLenum texture_target;
+ BOOL noBackBufferBackup;
TRACE("Using hwstretch blit\n");
/* Activate the Proper context for reading from the source surface, set it up for blitting */
ActivateContext(myDevice, SrcSurface, CTXUSAGE_BLIT);
- ENTER_GL();
-
IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
+ noBackBufferBackup = !swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO;
+ if(!noBackBufferBackup && Src->glDescription.textureName == 0) {
+ /* Get it a description */
+ IWineD3DSurface_PreLoad(SrcSurface);
+ }
+ ENTER_GL();
+
/* Try to use an aux buffer for drawing the rectangle. This way it doesn't need restoring.
* This way we don't have to wait for the 2nd readback to finish to leave this function.
*/
@@ -2752,7 +2758,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
drawBuffer = GL_AUX0;
}
- if(!swapchain && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
+ if(noBackBufferBackup) {
glGenTextures(1, &backup);
checkGLcall("glGenTextures\n");
glBindTexture(GL_TEXTURE_2D, backup);
@@ -2762,10 +2768,6 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
/* Backup the back buffer and copy the source buffer into a texture to draw an upside down stretched quad. If
* we are reading from the back buffer, the backup can be used as source texture
*/
- if(Src->glDescription.textureName == 0) {
- /* Get it a description */
- IWineD3DSurface_PreLoad(SrcSurface);
- }
texture_target = Src->glDescription.target;
glBindTexture(texture_target, Src->glDescription.textureName);
checkGLcall("glBindTexture(texture_target, Src->glDescription.textureName)");
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